So, I am creating a locked perspective 3D rpg with a grid movement system. At the moment I am thinking if only cardinal direction. Currently I use an A* to generate path for my enemies to chase my player, however it uses Manhatten heuristic due to 4 directional movement.
My problem is I want enemies to have a more varied movement pattern, and am unsure of the best way to realize a varied movement.
Currently I calculate the path 2.5 times a frame. I only use the first new position in the path to move and ignore the rest. So, each movement recalculates the path to keep an updated path concurrent with players movement.
Is there a way to vary the enemies movement pattern while using cardinal direction movement, and not breaking the benefit of A*? It is okay if the path is slightly less ideal, I'd prefer that over computer moving all the way toward player on one axis before switching to moving the other way.