Relic
Member
I made a great little AI system that was recording player input and using this as the basis for moving the AI around. I would start recording player input when a player moved over a node instance, X, and stop recording when the player landed on a platform, Y. This would then give the AI a set of inputs that would reliably get from node X to platform Y.
It works great at first but breaks down over multiple compiles. I now realise it is because I was storing the data in a JSON that would use instance ids as a way of organising the data. These instance ids can change and so after adding a couple of new instances in the room editor, everything went pear shaped.
Looking for some inspirational ideas about reliably identifying nodes and platforms across game restarts. Ideally can be stored as a single integer so I don't have to change the system too much. All the instances are in the room editor.
It works great at first but breaks down over multiple compiles. I now realise it is because I was storing the data in a JSON that would use instance ids as a way of organising the data. These instance ids can change and so after adding a couple of new instances in the room editor, everything went pear shaped.
Looking for some inspirational ideas about reliably identifying nodes and platforms across game restarts. Ideally can be stored as a single integer so I don't have to change the system too much. All the instances are in the room editor.