Alchemist Escape

A* Pathfinding details

This project is a prototyping project where I set out to learn how to implement the A* method into a useable gameplay feature.
The project facilitates the grid-based movement, calculating different terrain values, and obstacles.

As a student this project was meant to be much more. A full tower defense game where the player was
able to change the environment to their benefit, altering the path of the enemy.

The downloadable is not a game in itself, but is interactable and showcases the pathfinding method.

Movement

Like many other tower defense, the Ai will find their path from start to end. While the start and end goals of each level would remain static while the path between the two would change. The player would be able to move obstacles to take advantage of more costly terrain.

Learning Experience

As a development student I had I tough time grasping the use of complex arrays. This project helped me to advance my skills with arrays. While I did not complete the game according to my original concept, I consider this project as a learning experience in A* as well as project/time management.

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