A working proof of concept, for a conditional platformer pathfinding system for Godot 4!
It uses standard AStar navigation, but the nodes are structured in a special way to create conditional movement rules and logic, using a series of lockable nodes that lead into each tile.
P.S. Bonus page from my notebook, where I was scribbling out pathfinding rules and flow diagrams for system.
More Info:
Each tile is made up of 9 navigation nodes, using a custom AStar 2D node graph. The central node represents whether or not the tile itself is pathable. The 8 nodes around it are one-way "inlet" nodes, which are locked or unlocked based on whether the character has the movement abilities necessary to cross into the tile from that direction (climbing, jumping, etc).
To navigate the graph, nodes are enabled or disabled per the character's movement abilities, then they try to navigate from the tile they're in, to the valid inlet nodes leading to a neighboring tile.
















































