This has been in the works for awhile, but thanks to the guys here at Gamedev, I am now working on my Unity Fire Emblem game. That’s not its actual name, but I have yet to name it. For now, my focus has been entire on the mechanics side.
Most of the assets have been made by me or modified from a pre-existing sprite. For instance, the snow and trees were modified from grassland tiles. I used my art skills to turn them to snow.
In this scene, I have the movement and camera fully functional along with collision. Using the Fungus framework, I have also put in a NPC dialogue system, so you can converse with other units.
Thanks to some guides on YouTube, I was also able to implement BFS and a rudimentary turn-based system in the game. The script I wrote dynamically reads the Unity tilemap system and creates a 2D array of nodes for the units to navigate off of.
Currently, my work has been bogged down by A*. Although the AI can find the path to the nearest unit on its first turn and even move towards that unit, on its second turn, using the A* algorithm causes the entire game to freeze/crash.
I have commented out line after line and it is definitely being caused by the function that calls A*. I suspect it has something to do with the memory allocation or that something has it stuck in an infinite loop. I just cannot tell what it is or why.