Overview
CIVIL-AI-SYSTEM is a tool designed to make adding complex behaviour for AI entities as frictionless as possible and allowing for quick iteration improving development speed. This system was designed for RPG and city building settings but could be used in a host of other settings. With an easy to learn but in-depth Job System, any user will be able to develop complex behaviours quickly and breathe life into your scenes.
Design your AI flows as you would break down a role in real life
Create your NPCs flows using similar terminology as you would in real life. Unlike traditional finite state machines where you are translating the actions into a technical setup, with the CIVIL-AI-SYSTEM sections have already been broken down into easy to understand and logical groups which are used to build the complex behaviours giving less headaches and confusions to developers and allowing for the focus to be on building the behaviours and not setting up systems to achieve this.
Detailed Need System
Design and define the needs of your NPCs within your worlds, do they need sleep, food, to socialise or whatever else you want to add. State ways they can fulfil those Needs and step back and watch. Within CIVIL-AI-SYSTEM you will see the NPCs doing their normal day-to-day tasks interrupted realistically by needs they have to fulfil. This brings more layers to them and make your worlds more convincing and realistic.
No Need to Know how to Code
Simply add the product to your project and use the built in menus and flowchart editor to design and create your behaviours. Everything needed to make complex behaviours can be achieved with drag and drop. Any problems, reach out on Discord or check out the Wiki for help.
Bring life into your Game Worlds
Quickly and effortlessly bring movement and dynamism into your worlds with an easy to setup system with layers of depth. Create complex bustling Ports or even a Hermit up in the mountains, this system can cover all civil manners. No need to work out how many people would be a realsitic amount, CIVIL-AI-SYSTEM popluates the world based on places to live and jobs that exist meaning the amount of people lines up with the world space.
Speed and Iteration
Remove the pain of hand writing unique behaviours for you NPC's. Use the built in Node Editor to quickly map out and design your behaviours and watch them fold out in real time with ease in the editor.
Depth of Actions
The system is designed to cover as many cases as possible in creating behaviours for civil settings, being that shop keepers, trading caverns or builders. All can be made with this straight forward system.
Designed with Additions in Mind
Developed with the idea of allowing for growth of the product both from an official and personal capacity. The system allows for easy defined edges of systems making it easy to understand what each component is responsible for what and how to add in more bespoke behaviours. The Wiki also has the addition of step-by-step guides for switching out sections of the system.
Built In Integrations
Built in plug and play support for ‘A* Pathfinding Project’ and ‘Agents Navigation’ simply import and select within settings to get going, no need for code changes or edits. Support is also coming for more tools and products in the future.
Robustness and Support
Implemented with modern practices and with the main goal of providing ease of use and reliability to your project’s developments. Automated testing to make sure functionality works and will always work as intended with each release. Professional support and feature request channels, giving you access and visibility of changes which are coming and support issues that are being worked on. Graceful failing with logging has also been implemented meaning if something goes wrong, you’ll have a refence to which NPC had the issue, along with what section failed.
Possible Use Cases:
Features
Support
FAQ
1.What AI implantation is this?
CIVIL-AI-SYSTEM is a unique spin a few different pre-existing AI solutions used in AAA games. The main focus is empowering anyone to make day-to-day AI behaviours which believably bring your worlds and scenes to life quickly.
2. Is this just GOAP?
No, it is not! We get this a lot, this system does share some similarities with it and does borrow some ideas but this is not true GOAP. This has its own ideas and processes along with other tooling to help you develop your worlds quickly (think auto population for example)
3. Does this cover combat?
CIVIL-AI-SYSTEM does not cover any form of combat and is not planned to, the idea of this product is to allow you to give your characters depth easily and effortlessly in the world. There are a ton of methods and products that do exist to cover combat on the Asset Store which this can be implanted with and should be no hassle due to the system being designed in a modular way. With a built in pause feature and an single point of entry for the logic of CIVIL-AI-SYSTEM to be called you can easily enable and disable it at runtime with ease.
4. Can I have custom animations?
Yes, it fully supports actions having their own animations! How it works is each lowest level condition can be provided a reference to an Animation Clip and this will be played for as long as the action is being performed. This is done by the Animation Controller having a ‘Dynamic’ field which is overwritten.
5. What Support can I expect while using the product?
There is an active discord and email support for this product, I’m UK based (GMT) so there might be some delays in getting back to you depending on time. Most problems and questions are responded to within a few hours.
6. Is this package finished or can I except updates?
This product is in active development and is planned to offer more than what is currently for no extra fee. No code breaking changes are planned and if are needed will be documented on how to upgrade and retain as much information as possible and will only be done as a last resort. With updates there is a Release Candidate Process which involves manual testing as well as automated testing to provide the best quality possible.
7. Can I have NPC pick up items?
Yes, you can! There is already an item system included, items can be set to be in use, can be picked up (placed on the NPC on a chosen transform), spawned in, replaced and interacting with one item can enable another with more to come.
8.Can I easily add/change other systems to this?
This is a definite yes! Tons of people have already used this tool with many different systems, from navigation to other AI solutions! Everything should be easy to connect up as CIVIL-AI-SYSTEM is designed with modern principles such as single responsibility meaning systems are owned by one system making the change simple!
**PLEASE NOTE - MUST READ BEFORE BUYING**
This package does not include any animations, models or textures/materials except from some basic Unity Starter Projects ones, these are used under the Unity Companion License (https://unity3d.com/legal/licenses/Unity_Companion_License). It does include an animation controller and is setup ready for animations to be plugged in. 3D models which are not included but used in marketing are for demonstrational purposes and used to give a sense of how the tool works. These packages are 'POLYGON Pirates - Low Poly 3D Art by Synty' and 'Victorian Interior by
MetalMan3D' but these are not included in this package however are assets owned by The Bard's Tree brought through the Asset Store.
In regards to Pipelines this package will work with all but the Demo Scenes are only setup for URP.