Path finding with dynamic scaling
Making a point-n-click adventure game is useless without a path finding algorithm. So we started with what is called the A-Start or A* algorithm, and then tweaked the hell out of that. If you want to understand this algorithm more, please click on this link about A* algorithms.
Then after modifying it, we multithreaded it and prioritized it so that if you are traveling to one place, and click on another, it will disrupt the first path and divert to the new path. In a nutshell, this keeps you from clicking on stuff, and yelling “Damn it, I didn’t want to do that” without recourse. With out algorithm, you can click on the wrong place, and yell, “Damn it!”, them immediately click away and the crisis is averted! Take a look at this demo video to see how it works. Keep in mind, this is footage of the “First” ever path finder using Cortex and Legend.
I also wanted to test that Norman could move from one scene to the next, and dynamically scale as he ended up in any new scene. So I created a tiny little restaurant sort of a thing that I could render out in like 30 seconds. So below are the rooms that I created for what I call “Norman’s Restaurant”.