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A question about Enemy turns/Collision

Posted: Tue Jun 03, 2025 7:19 pm
by Boydy111
HI

I'm currently prototyping a project, its a "Live" turn system, similar to how legend of Grimrock works, where the player and enemy "Turns" are independent of each other.

I'm having an issue where there's an edge case where the player and the enemy can navigate to the same space at just the right time and end up overlapping each other.

Is there something like a turn manager for a non-turn based game i can create or should I create a collider where the enemy is going to move to instantly, i feel like there's an easier way to do what i want somewhere in here without overcomplicating things.

Re: A question about Enemy turns/Collision

Posted: Tue Jun 03, 2025 8:13 pm
by Tony Li
Hi,

When an enemy decides to move into a square, place a temporary invisible collider there. Once the enemy has moved into the square, you can remove the invisible collider.

Re: A question about Enemy turns/Collision

Posted: Tue Jun 03, 2025 9:29 pm
by Boydy111
Alright thanks!

Re: A question about Enemy turns/Collision

Posted: Tue Jun 03, 2025 9:42 pm
by Tony Li
Glad to help!