Week 4 - FSMs and Why Behaviour Trees Are Better


In the fourth week, I developed the second monster to be implemented - the mauler. This was interesting as instead of using Unreal’s provided behaviour tree decision-making system, I decided to implement a custom FSM structure as I wanted to get more experience with alternate decision-making solutions. That being said, whilst I did achieve this - I will probably revise the mauler at some point to use a behaviour tree as ultimately I have learnt the behaviour tree is preferable as it’s more modular and the game AI feels less rigid in how it acts with one

Comments

Popular posts from this blog

Week 10 - Thief Implementation, Chaser Improvements and A Feeling of Progress

Week 7 - Injectable Behaviour Tree Architecture