In this devlog I share all the scenarios and cases I had to handle in order to implement a Hunter Killer enemy type that uses my implementation of the AStar pathfinding algorithm.

Enemy Pathfinding Checklist

Below is a checklist of the things I had to think about to make the behavior work in any scenario.

  • Where is the player or target?
  • Handle the player respawning
  • What is the goal location?
  • What if the primary goal is blocked?
  • What if all secondary goals are blocked?
  • What if there is no path to the goal?
  • What if there is nothing at all open?
  • Reached goal, now what?