Hello, I was working on a feature for a project and then decided it would make a good asset so I have spun it off into it’s own thing and added it on the asset store. Here’s the store link: Noids: AI Villager Worker Gatherer Resource System
It’s a lightweight and minimalistic template for creating an AI villager resource gathering system with multiplayer support based upon the Cropout project’s way of assigning villager roles. It would be a good addition or starting point for RTS, colony sims, city builders, and maybe even survival type games.
I’m thinking a good feature to add would be some sort of pathfinding for the AI as they can get stuck running into buildings currently, and possibly a mesh to visualize building placement however I do not want to add unnecessary things that developers would end up removing anyways as one of my main goals is saving developers TIME and reducing headache counts haha.
Let me know if you have any requests, ideas, or questions. There is a link to our discord in the project and I’ve created a dedicated channel for the Noids project. I will help with what I can. Thanks!
Hello! Hope you are doing well. I saw you were planning to implement a hunting role which is exciting. If possible and idea/request would be to have a Villager Guard Role. Where the villager’s job is to patrol and keep the working villagers safe with a weapon. Looking forward to the new updates. Please keep them coming.
Hey thanks for the friendly words and that’s a good idea I’ll add it to the list. Do you think the guard villagers should patrol or be more stationary? Also maybe they could have the option of both…
Thanks for making this, I’m super excited to get to work making a project with it.
I was having some issues with the example content, I think I figured out what was causing it, but i’m going to finish writing this post in case anyone else runs into the issue.
I added the project files to a Top Down project to test out the elements and figure out how it works. I have done a fair amount of analyzing the Crop Out project was set up, so I was interested to see the differences.
Unfortunately, with the example setup, none of the villagers seem to be capable of moving to the location of the resources they’re supposed to collect.
I have verified that they have a valid target Location, that the Nav Mesh is set up appropriately, but whenever they reach the Move To node in their CollectResource behavior Tree, they just error out and get stuck in a loop.
Here’s a video of it happening:
Looking at the navmesh preview (using shortcut P) I can see that there’s a large radius around the resources that villagers cannot access. It seems to be being caused by the sphere mesh that is a part of the resource node. If i move the sphere in one instance of the BP in the level, the villagers do not get stuck, as they can get close enough to the node to “reach” it.
Here’s a video of what i mean:
I’m going to see if could add a range tolerance as a tuneable variable, or try turning off collision on the sphere in the BP