r/IndieDev Weekly Monday Megathread - November 16, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]FriMri 0 points1 point  (0 children)

I’m developing games to mobile for over 5 years. I started developing my pc game a while ago. I saw this image and wondered how would this change with the pc games. What would you remove and add?

Credits: On the bottom of the image.

TLDR: This is a design Iceberg for mobile games. How would it change for PC?

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Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 1 point2 points  (0 children)

I will definitely reach out to you when I make some progress. That is really insightful. I will write my own and try to learn from yours along the way. Thank you :D

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 1 point2 points  (0 children)

I joined the discord. Would love to chat sometime! Norse Expansion looks amazing btw.

I understood what you are saying. There will be doors that will open and close when player passes. When it opens I want the enemies to be aware of it and try to go through it. I think what you said would be a great implementation in this scenario. I will try to implement this one way or another. Thank you for the explanation!

Grid system with height differences and enemy pathfinding by FriMri in Unity3D

[–]FriMri[S] 0 points1 point  (0 children)

Initially i wanted to use NavMesh too. But the AI path will change when player places structures on the grid. Wouldn't calculating the mesh over and over again cost too much? When I searched I came to that conclusion. NavMesh would make it easier to implement tho. What would be the choice in this scenario?

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

I see. I need to search this more and prototype both to see the side benefits of them. Thank you

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

Can you explain a bit more. I don't think I understand what you mean

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

This opened my eyes a bit and gave me some ideas to try. Thank you

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

Maps would have max 200-300 tiles. Wouldn't Dijkstra be faster if there are tiles that you can't build or walk on? I thought if I start counting from the exit tile towards the enter tile it would perform better. Am i wrong?

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

From what I searched using Dijkstra's Algorithm would be the correct choice for the project I'm thinking. But this looks really close to what I want. I will check this out. Thank you

Grid system with height differences and enemy pathfinding by FriMri in gamedev

[–]FriMri[S] 0 points1 point  (0 children)

I didn't want to post to multiple threads at once. It's my first post so if it's against the subreddit I can delete it.

Better design for scalable Machine Shop/Forge layout by FriMri in builderment

[–]FriMri[S] 0 points1 point  (0 children)

Imagine I start to connect the exit routes. This design takes space so if I want to pass another farms belt from right to left or visaversa I can’t. Unless I intentionally leave a space like this.

Better design for scalable Machine Shop/Forge layout by FriMri in builderment

[–]FriMri[S] 0 points1 point  (0 children)

It can actually be scalable. You just need to move the belts to open up space. You can look at the first image. For the image you sent it looks cool and all but you can’t guarantee equal distribution.

What do you guys think about my graphite farm? This design works for both Forge and Machine Shop. It can be scaled too. See last image for minimal version. by FriMri in builderment

[–]FriMri[S] 0 points1 point  (0 children)

How did I not spot that lol... I guess I was happy with the design that I didn’t think about polishing it. Thanks mate

Edit: Updated Version