mal of colm
ma.lloc.ca
mal of colm
@ma.lloc.ca
And thats where I left it! The issue with large drops was still present in the official navmesh data, so I put the Doorman part of the project on hold.

I've made the repo public, so you're welcome to poke around at the Unity project and try this stuff out for yourself!

github.com/MalcolmMacDo...
GitHub - MalcolmMacDonald/DeadlockUnity
Contribute to MalcolmMacDonald/DeadlockUnity development by creating an account on GitHub.
github.com
November 24, 2025 at 9:05 PM
Here's what a path from one base to the other looks like. Again, the short white lines in the first picture indicate that it tested a bunch of sub-optimal points in the path finding process.
November 24, 2025 at 9:05 PM
Here are some screenies of my final pathfinding algorithm, which uses the "Theta*" algorithm that operates on navmesh node *corners*.

The short white lines represent points that have been tested in the process of finding the shortest path.
November 24, 2025 at 9:05 PM
This is a finer pathfindign algorithm, built using A* and the navmesh nodes themselves.
November 24, 2025 at 9:05 PM
This is the official navmesh imported from Deadlocks files, with a coarse breadth first search done on 'islands' of connected nodes.
November 24, 2025 at 9:05 PM
Here I built a little approximation of the door placement logic to test edge locations, which let me filter my navmesh edge points.

This process was going well for the most part, but Unity's navmesh system couldn't handle large vertical drops well so I moved on to importing the offical navmesh.
November 24, 2025 at 9:05 PM
I isolated the physics colliders, and got to work on my first project: finding good Doorman spots by identifying nearby walls that have long pathfinding distances.

Here I'm using Unity's navmesh generation to extract edges that might be suitable door spots.
November 24, 2025 at 9:05 PM
Thank you for this rec! I played it until I beat the demo and I really enjoyed it! This game scratches a very particular itch for me, im honestly surprised it hasn’t existed until now.
November 4, 2025 at 6:31 PM
github.com/MalcolmMacDo...

In this website I scraped a bunch of tweets from the Twitter account “@apastoraldream” and made a cloud of nodes based on their BM25 embeddings. The choice of embedding and dimensionality reduction algos were complete guesses idk anything about that stuff.
GitHub - MalcolmMacDonald/pastoral-actions
Contribute to MalcolmMacDonald/pastoral-actions development by creating an account on GitHub.
github.com
September 9, 2025 at 4:31 PM
This might be going in a different direction than you’re intending, but ive used UMAP to do dimensionality reduction for a similar task in the past! I’ve found that force directed graphs can get jumbled up when you initialize them with a bunch of nodes, something like UMAP might help.
September 9, 2025 at 4:31 PM
I use it everywhere! I honestly like it a lot.
August 29, 2025 at 7:41 PM
Wild to include 🍁 in there! It always seems to screw me over. Also I see you’ve included 🐊, I can’t remember what they do on your side of the board…

Mine are probably 🦾🔎🧨🏭🏟️ and an honourable mention for 🌋, but it doesn’t make the cut because high level attacking tokens get destroyed by pufferfish.
August 18, 2025 at 8:35 PM
Here are some thoughts from discussions with a friend of mine!

I think the dev has done a good job exploring the design space they’ve found! It definitely has rough spots but I’m enjoying it :)
August 18, 2025 at 8:08 PM
Constantly yeah, I’m going through the challenges right now
August 18, 2025 at 6:51 PM
Reposted by mal of colm
and @ma.lloc.ca’s boarding paradise which has an awesome control scheme
July 19, 2025 at 6:34 PM