Today we added a pathfinding algorithm to the arcade minigame Alien Slime.
Alien Slime's gameplay is based on the good old Loderunner and now one enemy type is controlled by Dijkstra pathfinding.
It was pretty fun to implement Dijkstra for a pure 2D maze including vertical and horizontal elevators. Until adding the pathfinding the enemies were really dumb, but now they're sometimes a bit too clever :-)
Maybe we shouldn't recalculate the path that often ... we'll see. Usually the games back in the 80s have been pretty hard, so we can keep it the same way.
What do you think?