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I really liked it, it’s a very interesting concept.

Just a small suggestion: shouldn’t the game be able to automatically find the fastest route? For example, in this image:

When I try to go to the city in the lower-left corner, the most logical thing would be for the caravan to follow the road (because it is faster), but instead it takes a less efficient path. Maybe the pathfinding system could take roads or terrain costs into account to determine the optimal route.

(+1)

yeah its because the movement doesn't try to find the fastest time it's just checking the distance between you and where you wanna go and try to go without being block by something so it never check the time value for each biome and i'm aware of it but thanks for the feedback 

What does sharing information with the merchant do? It seems that feature isn't implemented yet.

yeah right now it doesn't do anything. Its just a placeholder for now

Yes, that's what I thought. I've slightly modified the script so that the character follows the shortest path using an A* algorithm. The problem is that the game wasn't originally designed with this feature in mind, so a few issues have come up. For example, the generated paths include diagonal movements, but the character can only move in orthogonal directions. As a result, to move from point A to point B, the character sometimes has to step off the intended path.

yeah A* algorithm can be quite tricky to add if a game wasn't made with it in mind