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Groupsize: 1

Development period: 20 weeks

Grade: 1.2 | 96/100 Points

Developed in Unity

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ABOUT THE PROJECT

Introduction:

In this innovative game world, a human AI operates autonomously, engaging players in a dynamic environment with a day/night cycle. Various elements, such as trees, plants, animals, and humans, interact to create a rich and immersive experience. Let's delve into the details of this self-sufficient ecosystem.

 

The Living World:

Trees, an essential part of the game world, play a crucial role in the environment. Humans can chop down trees using primitive tools, gathering materials for fire. Trees can regenerate after three in-game days, ensuring a renewable resource for Humans.

 

A Diverse Fauna:

The game world is teeming with a variety of animals, each with its own characteristics and behaviors. Humans can encounter creatures like chickens, sheep, foxes, deer, bucks, bears, and bison, adding depth to the ecosystem. These animals contribute to the game's environment and offer opportunities for hunting, gathering resources, or interacting with the environment.

 

The Needs of Humanity:

The human characters in this AI-driven game have distinct requirements that must be fulfilled to prevent their demise. These needs encompass food, water, and sleep, emphasizing the importance of maintaining the well-being of the virtual inhabitants. By attending to these basic necessities, humans ensure the survival and progress of their society counterparts.

 

The Cave as Shelter:

Within the game world, humans find accommodation in a communal cave. At the center of the cave is a fire, serving as a gathering place for the community. This fire also acts as a cooking area, where the harvested meat can be prepared and consumed. Surrounding the fire, tents provide shelter and serve as individual sleeping spaces for the humans, ensuring their rest and rejuvenation.

KEY FEATURES

AI driven simulation

fullfilling basic needs

hunting

wood cutting

cooking

AI

The AI follows a daily routine that determines when specific actions should be performed:

  • 8 am: Wake up

  • 10 am: Go to work

  • 6 pm: Finish work

  • 11 pm: Go to sleep

The AI has three needs that must be fulfilled: hunger, thirst, and fatigue. These needs are added to a list by a script if their value falls below 40%. They are then addressed one by one. If a need is not fulfilled in time, the AI dies.

Needs:

Hunger: The AI goes to the campfire if there is cooked meat available.

Thirst: The AI searches for the nearest water source.

Fatigue: At 11 am, the AI goes to sleep.

Depending on their profession, the AI either engages in woodcutting or hunting.

Woodcutter: The AI looks for an available tree and marks it as in use. Then it starts cutting the tree. After the tree is felled, the AI either moves to the next tree or returns to the campfire if there is little to no wood available. If the campfire has enough wood, the AI brings the wood home only at 6 pm.

 

Hunter: The AI roams the game world and searches for animals. Once the AI finds an animal, it attacks it until it is killed or until the AI gets hungry/thirsty and needs to replenish its needs. After killing an animal, the AI searches for the next target or returns to the campfire if there is little to no meat available. If the campfire has enough meat, the AI brings the meat home only at 6 pm.

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