Easily define the behavior of your non-player characters with the power of Actions, Goals & Plans!
Unlike traditional approaches which uses complex (and difficult to maintain!) behavior trees or finite state machines, GOAP NPC keeps game characters' behavior simple, efficient and user-friendly.
Here you can watch a short video which showcases an example scenario with different behaviors, and some explanations about how to create your own.
Goal-Oriented Action Planning (GOAP) provides a generic and natural way to build Non-Player Characters (NPCs) with Artificial Intelligence (AI). Used in modern commercial games (Shooters, Action RPGs, etc.), it offers smart decision-making with great scalability.
This system allows you to describe the behavior of your intelligent agents using ACTIONS and GOALS. Actions are independent tasks with their own preconditions, costs and effects, while goals are finish conditions for character's PLANS. Thanks to the popular A* heuristic search algorithm, the GOAP system knows which actions to perform in order to achieve certain goals, generating a dynamic plan, without having to define explicit transitions between world states.
This code plugin represents a ready-to-use framework for both development and debugging (in C++ and/or Blueprints) of GOAP NPCs while maintaining optimal performances. We recommend that you watch this short video to get an idea of how to use the new features provided by this code plugin.
Features:
Number of C++ Classes: 6.
Number of Blueprints: 0.
Supported Development Platforms: Tested only on Windows 64-bit.
Supported Target Build Platforms: All of them (Windows 64-bit, Windows 32-bits, MacOS, Linux, HTML 5, Android, iOS...)
Documentation: GOAP NPC (Short manual, notes and a version changelist).
Example Project: GOAP NPC Demo (GitHub repository).