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Day 23 of my 60-day challenge learning the Godot game engine. Today I made a major shift in how enemies navigate the map. Originally, enemies followed a hand-drawn path, which worked—but it meant every enemy moved in exactly the same way, with identical timing and behavior. That approach was rigid and limited what I could do with level design. In this update, I replaced fixed paths with dynamic navigation using Godot’s navigation system. What changed: • Enemies now calculate their own optimal path to the destination • Navigation is driven by terrain instead of hand-drawn splines • Paths automatically update when the map changes • Spawn points and bases can be moved freely • Level layouts are now fully dynamic • Much simpler scene setup (less duplicated path logic) This opens the door for: • Multiple map layouts • Dynamic obstacles • Knockback and displacement mechanics • Smarter enemy behavior • Cleaner wave and level systems I also walk through how this impacts future features like wave management, prep phases, game states, and unlocking towers. Next up: waves. For real this time. Thanks for following along, and as always—feedback and questions are welcome.