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Thanks for this breakdown, you actually hit on the exact core of what I’m trying to solve!

I completely agree that an AI playing with flawless, machine-like precision ruins the illusion of a living character. My goal with this system actually aligns perfectly with your point about personality, phobias, and biases.

The idea isn't to create a "try-hard" killer, but to give developers a framework where they define those exact traits—like arrogance, cowardice, or irrational fear—and let the AI organically live them out. If a developer sets an NPC's personality to "arrogant," the AI will genuinely think it's at the top of the world, making rash, reckless decisions and attacking a high-level player even if it has zero chance of winning. If they are a "coward," they might actively abandon the player the second a fight looks bad.

Furthermore, this isn't just meant for enemy bosses or human characters. The vision here is a completely multi-purpose, cross-genre tool. It could power a dynamic companion that talks to you organically (not just spitting out hardcoded lines, but generating unique, personality-driven responses), a cautious driver in a racing game, or even a pet cat that learns your habits and reacts dynamically.

By taking the heavy lifting of behavior tree scripting off the developer's plate, the goal is to let you just set the "soul" (the numbers, traits, and constraints) and let the AI handle the complex, unscripted execution.