I made a thing.

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Published on ● Video Link: https://www.youtube.com/watch?v=ltJTB1IxzcQ



Duration: 4:45
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I dedicate this video to Senpai, as she celebrates her birthday today. It doesn't really have anything to do with her, I'm just too cheap to buy her an actual gift.

Over the last week-or-so I've been working on prototyping a new project, that which you see here.

The base idea is that it is a type of RTS, however, one does not directly control the units, but instead design their behaviour through the flowcharts shown in this video.

I have a lot of other ideas for it, but nothing yet is set in stone. I really just wanted to finish this before the start of this upcoming week. This is merely just a demonstration of the work I've done so far.

If you're having trouble figuring out what the fuck is going on, read this:

The flowchart consists of nodes. The nodes have hooks for input and output, and connectors connect those hooks to eachother. The nodes have input on the left side, and output on the right side. The white chain hooks on the upper right and left of nodes control execution, and the colored nodes on the sides move variables around.

Some flow-oriented nodes also has chain hooks as output, which allows the flowchart to branch into different paths, dependant on the given input.

The primary nodes seen in this video are the following:
* Duration - Executes something each tick for the given amount of time, as well as executes something when the duration has passed.
* If - Executes one out of two paths based on the given condition.
* Move Forwards - Move the vehicle forwards.
* Rotate - Rotate the vehicle a certain direction.
* Sudoku - Fucking suicide.

There is also a type of Value Node seen, which is a tiny, specialized node that contains a constant value, settable in the editor.

Execution starts at the events, which are controlled from the outside, typically as reactions to certain events, or as a constant ticking.

At some point I want to be able to execute events manually as well, both in the flowchart itself, as well as on other flowcharts in the in-game world.

Everything is pretty ugly so far, since it is super early in development, so just ignore all the stock gui assets and textureless objects. I still have loads of work to do in terms of asthetics, including figuring out a better connector graphic, since a straight line doesn't exactly help with overview.

Source Galore: https://github.com/Lomztein/ProjectAI







Tags:
unity
3d
rts
type
game
flowchart
engineering
logic
programming
uhh
other
stuff
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lol