AI Behaviour Trees

Goblin Wars

This prototype is more of a simulation than a game, however it demonstrates the AI behaviour trees that I put together for this project. I also used SFML libraries for graphics and made my own art.

Goblin Teams Spawn on opposing side of the map. The goblin agents are using path finding to navigate the maze. They are programmed to wander randomly until they find an enemy then act according to their behaviour trees.The Goblins has the following …

Goblin Teams Spawn on opposing side of the map.
The goblin agents are using path finding to navigate the maze.
They are programmed to wander randomly until they find an enemy then act according to their behaviour trees.

The Goblins has the following stats; Health, Attack Damage, Attack Range, Armour, Speed, and Courage.

The each of the member of the goblin teams have differing weapons , armor.

  • Unarmed goblins: flee from enemies

  • Sword Goblins: do extra damage

  • Shield Goblins: are protected from most damage

  • Spear goblin: have ranged damage

Above you can see the goblins in actionYellow goblins are fleeing due to cowardiceRed goblins have detected and enemy and intend to attackBlack Goblins are deadRed smiley faces spawn locationsAs you can see I had planned to add more features to this…

Above you can see the goblins in action

  • Yellow goblins are fleeing due to cowardice

  • Red goblins have detected and enemy and intend to attack

  • Black Goblins are dead

  • Red smiley faces spawn locations

As you can see I had planned to add more features to this game. I intended to implement the following features but ran short of time.

  • Healing locations

  • Weapon drop locations

  • For of war and torch location which could be captured and provide vision on the map

  • Treasure for bonus in game rewards

I would like to revisit this idea and expand upon it in the future.

Language: C++

Libraries: SFML

The release build is available here:

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