Game AI Behavior System
Budget: $30 – $250 USD
I need a compact yet flexible AI system built around a Behavior Tree + Blackboard setup. The character must:
• Patrol along predefined routes, then switch to random wandering whenever no path or stimulus is present.
• Sense the player through sight and, if possible, sound or scripted objective events, deciding when to stalk from a distance or break into a full chase.
• Navigate tight vents or crawl spaces by following splines or nav-mesh modifiers so the same logic works seamlessly across ground and vent movement.
All logic should live in clean, reusable tasks/services so I can drop the controller onto additional characters later without rewriting code. Please return a working Behavior Tree asset, Blackboard, any custom Blueprint / C++ tasks, and a brief setup guide that lets me slot everything into my current project and tweak parameters such as patrol points, hearing radius, or vent paths.
If you have questions about edge cases—corner cutting during chases, overlapping stimuli, or spline authoring—let’s discuss them up front so the final hand-off meets gameplay expectations and stays performant.
• Patrol along predefined routes, then switch to random wandering whenever no path or stimulus is present.
• Sense the player through sight and, if possible, sound or scripted objective events, deciding when to stalk from a distance or break into a full chase.
• Navigate tight vents or crawl spaces by following splines or nav-mesh modifiers so the same logic works seamlessly across ground and vent movement.
All logic should live in clean, reusable tasks/services so I can drop the controller onto additional characters later without rewriting code. Please return a working Behavior Tree asset, Blackboard, any custom Blueprint / C++ tasks, and a brief setup guide that lets me slot everything into my current project and tweak parameters such as patrol points, hearing radius, or vent paths.
If you have questions about edge cases—corner cutting during chases, overlapping stimuli, or spline authoring—let’s discuss them up front so the final hand-off meets gameplay expectations and stays performant.
Related categories:
C Programming
Game Design
C# Programming
C++ Programming
Unity 3D
Game Development
Game Testing
Game UI