
FrostBreak
FrostBreak is an RTS game about surviving harsh environments and is entirely controlled by AI driven individuals and villages, utilizing Goal Oriented Action Planning.
Without any requirement for player input, you can sit back and watch the decisions being made and the impact on villager survival.
Key Features
Agents perform actions, maintaining their needs and fulfilling village tasks.
UI demonstrates current goals and actions, as well as each village's resource.
Resources
Economy
- Collect resources (wood, stone, food)
- Spend resources to build and grow
- Regeneration of resources (passive and active)
Mechanics
- Mines are build in areas with higher stone count and become ‘spent’ when fully collected
- Farms are built in areas of cleared and fertile land
- Food naturally grows in wooded areas
- Food grows fastest on farmland
- Houses, stored food and farms are needed for population growth
Technical Breakdown
Goal Oriented Action Planning


Example goals and actions for village AI.


Example goals and actions for villager AI.

Data caching is used to optimise GOAP.
Sensors are updated periodically and on events.


Goal Oriented Action Planning was used to create emergent behaviour in villagers and to handle complex, multi-stage planning for villages.
I believe a simpler AI method (like BT or State Machine) would be more suitable for villagers, to reduce load and allow for higher numbers of villagers.



.png)
