We were 6 programmers, 5 graphic artists and 4 level designers and our reference game was Diablo. During this project, the group was building and improving our own game engine, which we were going to create the game in. Since we were building our engine at the same time, much of the work was focused on that.
Introduction
This project required a navmesh that would be used for the players movement paths as well as boundaries for the enemies, so they don't walk outside of the map and through buildings. Combined with AStar, it could create a path for the player to follow. After that, the path would be improved with the use of funneling. The navmesh is created with the level in Unity and then exported. We then create a navmesh in our engine based on the exported txt file.
Functionality
The AStar algorithm creates a path through the center of each node on the navmesh between the player and the target position and then returns a vector of positions that the player will follow. Then funneling recreates the path with offsets based on the corners of the node compared to the target position and makes the optimal path.
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