This was an interesting game, I didn't finish it but its got a lot of ideas and mechanics that work surprisingly well for a game jam. Good job!
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BeepAndJulius's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 3.758 | 3.758 |
Presentation | #4 | 4.000 | 4.000 |
Originality | #5 | 3.773 | 3.773 |
Fun | #8 | 3.500 | 3.500 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement AI in your game?
The AI in my game is implemented through a custom built event driven behavior tree system (no external packages or tools were used for this). There are four main nodes of the tree: "Patrol", "Pursue", "Attack", and "Investigate". Each of these nodes delegates to sub nodes to compose the desired behavior. Each AI unit has as set of trigger colliders that drive the decision making process for which root node to execute. These behaviors are visible in game through the use of "thought bubbles" above each AI unit.
"Patrol" is the default state and will make the AI wander back and forth. The content of this thought bubble comes from a pool of generic non-mission oriented thoughts like "Science", "Coffee", "Where are my keys?", etc.
"Pursue" is triggered when one of the player controlled cats becomes in viewing distance of the AI and will cause the AI to move towards you. This behavior is visible by the thought bubble "Cat!"
"Attack" is triggered when the player becomes within attack range of an AI unit (attack range is a subset of the vision field) and will make the AI attack the player. This behavior is visible by the thought bubble "Get him!"
"Investigate" is triggered when the target player controlled cat leaves the field of view and will cause the AI to navigate to the last seen position of the player. If the player is found within the time threshold, the AI will go back to the default "Patrol" behavior. This behavior is visible by the thought bubble "Where did he go?"
The decision making process of switching between these root nodes of the behavior tree can be visualized with the following text, where from left to right it reads as the current behavior, the event that triggered the behavior change, and the new behavior.
Patrol -> Player seen -> Pursue
Pursue -> Player no longer in sight range -> Investigate
Pursue -> Player in attack range -> Attack
Attack -> Player no longer in attack range, but is within in sight range -> Pursue
Investigate -> Player not found in time -> Patrol
Investigate -> Player seen -> Pursue
If Generative AI tools were employed, how did you use them in your game?
No generative AI tools were used in the development of this game.
What game engine is your game built in?
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