Solving path finding and AI movement in a 2D platformer
When we started developent of the bots for Awesomenauts , we started with the most complex part: how to do path finding and movement? When people think of path finding, they usually think of A*. This well-known standard algorithm indeed solves the finding of the path, and in games like an RTS that is all there is to it, since the path can easily be traversed. In a platformer however the step after the finding of the path is much more complex: doing actual movement over the path. Awesomenauts features a ton of different platforming mechanics, like jumps, double jumps, flying, hovering, hopping and air control. We also have moving platforms and the player can upgrade his jump height. How should an AI know which jumps it can make, how to time the jump, how much air control is needed? This turned out to be big challenge! Since there are so many potential subtleties in platforming movement, my first thought was that handling it in our behaviour trees might not be doable at all. Behaviour tr...