This project was created as part of a course and serves as a compact introduction to Finite State Machines (FSMs). It's aimed primarily at beginners who are looking for a practical example with real-world relevance.
Before diving into the technical implementation, we discussed the concept of FSMs, along with planning techniques for FSMs and Behavior Trees.
- A Zombie AI using both a static and dynamic FSM.
- Sample logic for states such as Idle, Wander, Chase, etc.
- A simple scene featuring NavMesh-based movement logic.
- A Boid system foundation for simulating group behavior (without polishing or testing).
- Basic code setup for a potential behavior tree.
- Well-commented code for reuse and further development.
The entire project was developed within three sessions of two and a half hours each (a total of 7.5 hours) – including concept design, programming, and testing.
This project aims to demonstrate how to:
- set up a structured FSM architecture for basic NPC AI,
- understand the coding challenges and potential improvements of static and dynamic FSMs,
- build a boid system for position-based group movement,
- work with Unity's navigation system,
- get started with behavior-based AI