im using windows 11, the programming language is aottg2 custom logic which was made for a completely unknown game called attack on titan tribute game 2 (aottg2) but its syntax is similar to python/C# ill get to the project idea in a bit but i need to give a lot of context first since nobody knows about this game the game is based off of an anime called attack on titan where you kill mindless giants that try to eat/kill you by using grappling hooks that shoot out of your waist so that you can get to the back of their neck and slice the back of their neck with 2 swords, the game mechanics are kinda complicated but to keep it simple its mostly just swinging and instant 90/45 degree turns (if you need to know more about the game mechanics just search up "500k damage in 10 minutes" on youtube just be warned that the titans are naked with no genitals) a big part of getting good at the game is finding the most efficient path between titans in a forest to waste as little time as possible and i want to make a program that scores you based off of how efficient your pathing is but i dont think i even know how i would do it and i want to know how advanced this kind of stuff is since i started learning C# in oct 2025 but switched to python in January/February 2026 and i only know the basics like loops, conditionals, variables, functions, etc but not classes and other stuff
#i have a project idea but im not sure how much experience i need to do it
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-# Python @flat folio @solemn siren @tacit grove @outer orchid
i mean you have objects with coordinates (titans) that you need to navigate constrained by pivot points (trees) and a range around your character. figure out the best pathing algorithm for that case, figure out how to gather the coordinate data for your objects, figure out how to gather actual path data from the game (you can prolly trigger on change in direction and when you shoot your little grapple thingies or worst case raw position data), figure out the parameters you need to pass to optimal pathing algorithm, figure out best pathing algorithm for the case. compute minimum distance using pathing algorithm, compare to distance between points, you have a percentage score 
kinda depends on what that game gives you tbh
Honestly that is actually a really cool project idea 🙂
What you are describing is basically tracking player movement, measuring time and distance efficiency,comparing routes btw targets and generating a score from that data
https://aottg2.gitbook.io/custom-maps the 3 lines will show you everything the custom logic language has
Wait am I allowed to send links
Bro where’s the rules😭😭😭
Nvm I got it
😂
also just to be clear this was also a prompt to generate a solution to the problem with full documentation. manual implementation would be a really solid demo project. you got a ways to go if you think them three lines tell you anything.
https://github.com/AoTTG-2/CustomLogicDocumentation
-# ⚠️ .txt files can be dangerous, download with caution.
it makes a lot of assumptions about game physics that obviously need to be reviewed, you need to fully review documentation, figure out how to implement, write addon to do this, lots of work to do. good project 
one glaring issue is that you would need to calculate an average swing distance for the actual act of killing a titan and include that in the distance required to traverse the map killing each titan
which could itself have its own variables 
if you want strict traversal metrics you would want to remove all data between being in range of hitting a titan and it dying innit
but that gets fucky
the fucky parts are the hard bits 