Featured image of post Phaser-Emblem: Grid-Based Movement over Procedurally Generated Terrain

Phaser-Emblem: Grid-Based Movement over Procedurally Generated Terrain

I created a browser game inspired by Nintendo’s Fire-Emblem franchise using the ECS (Entity Component System) pattern. I used Phaser, a desktop and mobile HTML5 game framework, coupled with the bitECS library. Using TypeScript, I adapted Sebastian Lague’s pathfinding algorithm in C#. My favorite part of this project was altering the A* pathfinding algorithm to optimally traverse terrain with variable movement costs. For instance, an entity can move further through grassy plains on one turn versus moving through thick forests. Potential tiles an entity can travel to in one turn appear as tinted tiles when an entity is selected.

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