Behavior Trees - Capture the Flag Demo with one Human Player
- itzvnodm
- Dec 3, 2014
- 1 min read
Made a 4 vs 4 game of "Capture the flag" using Behavior Trees.
Picked one AI entity, printing his behavior tree status changes. (Whenever a node returns 'success' or 'failure'... but not 'progress'.)
Replaced one of the AI entities on one team with a real input-controlled human player.
The AI Player entity should still send 'status' messages to their squad.
The AI Player entity should *attempt* to analyze what the Human Player might be intending to do, and send 'intent' messages to their squad. ("I'm going after the flag", "I'm defending the flag", etc.)

DEMO
Entities in game:
Teammate

Team Flag

Human Player

Enemy Flag

Enemy

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