[COMMUNITY PROJECT] RPG Framework based on AAA toolset

in the original approach, I mostly copy/paste the code, and functionally it did the trick, that is it worked. But in terms of performance, it doesn’t work perfectly, as it has severe frame rate drops during high computation time, mostly behavior/condition etc.

So I decided to attack the problem using a more modern approach, that is using unreal editor behavior tree. I’m currently playing around with services and decorators, my goal is basically to do the same thing as the original creators but using a nice and functional behavior tree. I would most likely keep the same conditions check, but I’ll just split it in services and decorators, etc.

In its final form the behavior tree should include the AI evaluating things like:
-am I in exploring, combat, unknown game mode
-if in combat mode, I’ll evaluate tactics, and based on the result I’ll branch into either might or magic.
-if I go might, I’ll evaluate if I go melee or ranged
-if I go magic, I’ll evaluate if my target is self/ally/enemy
-Etc.

For some reason though, I currently hit the bug in behavior tree where the service that evaluates the game mode state, resets after 60 seconds from its default of exploring to unknown.

Anyways, for now I will continue to work on implementing a behavior tree as complete as possible, and add a comment here at some point.

On a side note, I’m wondering if there are other RPG enthusiasts that come across this thread, it would be nice to do some brainstorming…