Upcoming Creature AI Revamp: Diagonals, Crowding & Realistic Battles!
[h2]Hello Dungeon Diggers,[/h2][p][/p][p]I’m back from a couple of weeks of vacation and fully diving into development again! Right now, I’m working on a big refactor of how creatures move around in Dwelvers.[/p][p][/p][p]For a while, we’ve seen some odd behaviors — creatures forming unnatural groups, ignoring diagonal shortcuts, and generally feeling less alive than they should. After 10+ years of development, it’s time to tackle this properly to make creature movement smoother, smarter, and more natural.[/p][p][/p][p]While doing this refactor, I’m also adding several new features that will make the dungeon feel more dynamic:[/p][p][/p][h3]Smarter Creature Behavior[/h3]
- [p]Take diagonal shortcuts where possible.[/p]
- [p]Show more curiosity and explore the dungeon more actively.[/p]
- [p]Avoid walking through each other.[/p]
- [p]Be disturbed when non-workers pass through their workspace.[/p]
- [p]Fight more realistically, without stacking into a single spot.[/p]
- [p]Use more advanced pathfinding to navigate crowded areas.[/p]
- [p]Room layouts will naturally impact productivity.[/p]
- [p]Battle positioning will matter — some locations will offer strategic advantages.[/p]
- [p]Dungeon design will affect travel speed — what works early may need rethinking later.[/p]
- [p]Explorers will spot and engage intruders more effectively.[/p]
- [p]Overall, the dungeon will feel more alive and immersive.[/p]