The behavior trees

I’ve been continuing working on our new game “Realm Underwater” for quite a long time. The game is scaffolded with the behavior trees architecture. In this article, I’d like to share some of my own opinions on using the behavior trees in game development.

In this game, the player need to feed some fishes and protect them away from malicious vermin. Characters have feelings. They may feel hungry when they are starved. They may be frightened when some enemies show themselves, and they would try to escape from predators. Some fish even don’t like the existence of another kind of fish. Some like others. All of these game design ideas are becoming more and more complex.  It’s hard to use traditional ways like state machine to program AI for them. Not to mention about frequently changing those ideas in game design and adjusting character’s behavior in different scenarios.

To be continued….

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