New Features Demo: Goals and Actions

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In video games, the game narrative moves forward through players’ in-game decisions and interactions with NPCs. Usually, these actions are timed or triggered by a player’s game play or their dialogue tree response. But as games transition to generative Inworld NPCs, having more dynamic ways to trigger actions becomes critical.

That’s why we created our Goals and Actions YAML Editor feature. We currently offer three options for triggering goals and actions. The first allows game designers to manually trigger the action similar to how they currently set them up. This feature is excellent for something like a specific greeting for your players.

In addition to these client-defined triggers, we’re also introducing two new strategies for goal activation: intent recognition and motivational. These offer new player-centric ways to drive interactions and gameplay.

In this video, we create an onboarding character for a Candyland game aimed at kids to showcase these new features.

🧠 Start creating characters for free: https://bit.ly/3q5PUUp
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