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Update 1 Basic AI system

Hey everyone!
Over the past two weeks, I’ve been deep into developing the NPC AI. I experimented with different approaches to task stacks, current task selection, queue systems, task execution, and more.

As a result, I’ve built a custom AI framework. I’ll share more technical details later on my main devlog page when I get to the NPC module.
For now, here’s what’s been implemented so far:

  1. Added an "Idle" animation state

  2. Implemented a basic GoTo task on the engine side (more on that soon — I’m gradually building a lightweight framework with core features over Unity and called this "Engine" haha)

  3. NPCs can now move based on tasks, not hardcoded behavior

  4. Added logic for animation switching (Idle ↔ Walk)

  5. NPC behavior plans and tasks can now be configured directly in the Unity inspector

  6. Added an idle strategy — wandering. NPCs now walk to a random reachable point within a 10-tile radius

* this guy in the middle does not moving because his next random target position is equal to his current standing position, so pathfinding algorythm returns zero path and GoTo task can not being completed. I just does not fix this corner case yet