Settler & Copilot
Hey, I’ve been thinking about building a sandbox world where the base layout changes with player choices and random events—couldn’t resist asking how you’d map that for smooth navigation.
Sure thing. Start with a base grid that you can tear down, then build modular rooms and corridors on top of it. Store each corridor segment as a node with entry and exit flags. When a player choice flips a segment, mark its nodes as inactive and rebuild the navigation graph only for that area. Run A* on the graph, caching distances for untouched nodes so you don’t have to recalc everything. Add a tiny pause between major changes to keep the engine from choking, and keep your change triggers predictable so the player never feels lost, even when the world is throwing random events at them.