• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Tutorial Doctor

Behavior System(help)

4 posts in this topic

Someone suggested I look into co-routines and decision trees when I had posted for some feedback on doing AI. The behavioral system is rather simple. New behaviors can be added very easily. It all goes back to TRUE and FALSE.

 

Using this basic layout, what would be some key features you think to making a behavior system seem almost realistic (using this same format below):

--DECISION TREE EXPLORATION
 
--States
normal = true
happy = false
sad = false
worried = false
afraid = false
 
--Conditions
got_some_money = false
bump_your_head = false
loose_wallet = false
walk_into_dark_room = false
 
--Control
function GetEmotional(emotion)
emotion = true
end
 
 
--What if we want an animation to play if they are happy:
 
--TRIGGERS
if got_some_money then
GetEmotional(happy)
end
 
 
--REACTIONS
function JumpForJoy()
if happy then
playAnimation(object,animationID)
end
end
 
function Frown()
if sad then
playAnimation(object,animationID)
end
end
 
function BeAfraid()
if walk_into_dark_room then
playAnimation(object,animationID)
end
end
 
 
--Multiple conditions?
if bump_your_head and walk_into_dark_room then
GetEmotional(sad)
GetEmotional(afraid)
end
0

Share this post


Link to post
Share on other sites

making a behavior system seem almost realistic

I really would like to help, but phrases as the quoted one make it really hard. Almost realistic behavior is really fuzzy. If I would take it literal, I would say, that it is just impossible. Behavior in games is really hard and really far away from being realistic, so my best sugguestion would be to start with behavior trees.

 

Chris Hecker gives some good insight in behavior trees over here. Start to understand how a behavior tree works (do a simple lua imlpementation) and try to write a simple bot to get the abilities of this approach.

Edited by Ashaman73
2

Share this post


Link to post
Share on other sites


It all goes back to TRUE and FALSE.

Realistic states aren't on or off. They have analogue levels. Perhaps a direction to go would be to make something like happiness a float value between 0 (suicidal) and 1 (deliriously joyful), along with a range of other attributes then have the conditions add or subtract values from these states, the have the behaviours based on whether states are above or below certain values.

 

Then if your character has_money and bumps_head he'll be feeling on balance that things are about average overall.

1

Share this post


Link to post
Share on other sites
Great suggestion Aardvajk. I didn't think of making it progressive. That would be closer to realistic behavior like the sims games.

Ashaman, I was thinking of something like the sims, sometimes the reactions in that game feel realistic. Supposedly the Sims 4 game will be even more so. I just want a more simplified version.
This will work just fine. Thanks again.
0

Share this post


Link to post
Share on other sites

Wow. This was really easy to implement quickly into my Senses System. 

mood = 5
 
function ChangeEmotion()
 
if mood >=0 and mood < 4 then
sad = true
normal = false
happy = false
setText(txt_readout,"I am sad")
end
 
if mood>=4 and mood <=6 then
sad = false
normal = true
happy = false
setText(txt_readout,"I am normal")
end
 
if mood >6 and mood <=10 then
sad = false
normal = false
happy = true
setText(txt_readout,"I am happy")
end
end

function TriggerEmotionChange()
if isCollisionBetween(eyes,box) then
mood = 10
elseif isCollisionBetween(eyes,monkey) then
mood = 3
elseif isCollisionBetween(eyes,building) then
mood = 5
end
end
-- Scene Update
function onSceneUpdate()
ChangeEmotion()
TriggerEmotionChange()

The mood is initialized at 5 (normal). The ChangeEmotion() function just checks what value the mood is at and does something. Simply by changing the mood value, I can trigger other things. I could even gradually increase or decrease the mood based on a certain environment. Link that to a graphic and you have the base of the Sims AI system almost. haha. 

 

For me, environment change would just be a collision test. 

 

I could associate each mood value with a variable. 

 

for instance:

happy = 6
happier = 8
happiest = 10

Then I could just do:

if mood = happiest then
--Do something
end
Edited by Tutorial Doctor
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0