A downloadable game

Overview

About 3 years ago, I wanted to create a city life simulation game through Unreal Engine. In the game, players can interact with NPCs walking around on the street; or observe their lives and behavior trajectories. At the time, I only knew how to use Unreal's blueprint system, and I have no knowledge about Unreal's behavior tree mechanics. I eventually achieved my goal in that work; I can control the protagonist, and trigger dialogue with NPCs who are wandering on the street, and NPCs will know to go to the preset workplace during working hours. But that's all, due to the AI of the NPC being made of pure blueprints, I realize that I can't add more actions because the structure of the program determines that continuing to make the entire framework Difficult to maintain. 

A year ago, while having dinner with a friend, he mentioned the concept of GOAP. Although I didn't pay much attention to it at the time, I thought about that talk a year later when it was the subject of an advanced programming course; after doing some research, it dawned on me that this might be what I needed in my city life simulation game. That is why I decided to implement a GOAP system of my own in Unreal and make sure to match my city sim theme while making it. 

Development Detail

The development process is in the Devlog below.

Control

Characters will act according to their own needs, and will choose to wander in the scene when there is no need. You can see the NPC's reaction by manually changing the demand slider in the lower right corner. 

Hint: 

*There is currently no behavior designed to respond to hunger demands. 

*The current downloadable version is still a rough prototype.

*The new version is being improved with other game items.


Download

Download
GOAP_Prototype.zip 258 MB

Development log

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