Workflow Question!

amac

New member
So far this is really promising. Is it intended that we make our own nodes to actually do what we need to do in our games, or is BD supplied with many small nodes so you can build anything?

I ask because I'm finding it tedious to string all these little nodes together when I could just build one node for something more complex. My method would still be modular, but higher level and likely more what a game designer would want.

Thoughts? Thanks!
 
You can do either, there's not a "right" way to designing your tasks. A good example of a complete behavior tree to look at is the Deathmatch AI Kit tree:


With this tree the tasks are generally more than a task with a small amount of logic but that was just my thinking at the time.
 
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