Champ - NPC Decision Tree
Project Overview
This showcase demonstrates the combat AI developed for the mobile game prototype "Champ". The core of the system is built upon a modular Decision Tree that drives automated, dynamic combat behavior for non-playable characters (NPCs) engaging both against each other and against the player.
Core Features & Behavior:
- Autonomous Agent Decisions: The NPCs can autonomously evaluate the battle state to make split-second combat choices, such as attacking when opening arises, pulling up their blocks to defend against incoming damage, and switching engagement ranges.
- Dynamic Weapon Switching: Characters switch seamlessly between melee (short-range) and ranged capabilities, allowing them to reposition depending on the distance and type of enemy aggro.
- Seamless Player Integration: The AI system seamlessly handles the transition from NPC-vs-NPC combat to reacting directly to the player's inputs and actions, keeping engagements engaging and challenging in real-time.
Player vs NPC Interaction
The player engaging with the automated NPC AI in the Unity Editor. Notice how the enemies react, block, and trade blows.