Playing Around with Behavior Trees!
As Wetware features characters with a set of activities and that you can interact with, the core of what makes these characters tick are their behavior trees.
It's used to translate high level decisions (e.g. "I should use the water cooler in the break room") into a sequence of basic actions, branching off whenever needed (e.g. "stop what I'm currently doing -> go to break room -> check if someone's using the cooler -> if not, walk up to it and use it").
A few screenshots from very early tests with temp models:
At the time the screenshots were taken, the system to help the characters make high-level decisions haven't been implemented yet, so they just pick random things to do every once in a while. Still, it's already fun to observe them!
Wetware
A first-person, character-driven, 3D game.
Status | In development |
Author | Wetware |
More posts
- AR MaterialsMay 14, 2019
- Wrapping up the LookApr 22, 2019
- Fail StatesApr 15, 2019
- The Dialog File FormatMar 28, 2019
- UV Complete!Mar 25, 2019
- It's about to get LitMar 20, 2019
- Who's in OUR lab?Mar 04, 2019
- The TabletFeb 27, 2019
- Textures Textures TexturesFeb 19, 2019
- AI Queues!Feb 11, 2019
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