Dijkstra's algorithm
Many will already be aware of Dijkstra’s algorithm for path finding, well I’ve now implemented this in the game. If you’re unfamilar then take a look at the wikipedia article https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm.
This means the optimum route is no longer based on guess work, and instead based on the actual optimum route.
So level stars and difficulty should be WAY more accurate, and probably a touch more challenging.
On top of that I have made the route reveal show both the route taken and the optimum route, and asteroids are now see through on route reveal to allow you to see more (you can also swipe on the reveal screen to get an even better view).
Finally the oxygen level now shows how many moves are remaining to get a perfect score.
Files
Get Into The Vortex
Into The Vortex
Puzzle your way into the vortex with a series of clicks and swipes
Status | In development |
Author | Desolate Sole Games |
Genre | Puzzle |
Tags | 2D, 3D, Space |
More posts
- Another revision of the scoring systemNov 08, 2020
- All about level progressionOct 28, 2020
- New assets, camera and render pipelineOct 19, 2020
- Difficulty curve refinedOct 12, 2020
- Difficulty curveOct 11, 2020
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