© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2023
C. PittProcedural Generation in Godothttps://doi.org/10.1007/978-1-4842-8795-8_8

8. Navigating in Generated Levels

Christopher Pitt1  
(1)
Durbanville, South Africa
 

So far, all our player movement has been through the use of arrow keys or similar. We’ve yet to create a click-to-move system, or any sort of enemy or NPC (nonplayable character) movement. Before we can do that, we need to build a foundation for pathfinding.

That’s going to be the focus of this chapter. We’re going to look at how Godot handles pathfinding and how we can build maps with obstacles that the player must navigate around.

Getting Set Up

Let’s create a new experiment in our experiment project, ...

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