Behaviors 1: Super Speedy!
Did you know that in Terasology we can determine how each creature will behave, depending on what is happening around it? With the use of Behavior, we can make a deer get scared and run away every time a player gets near it, for example. We can even make deer mate and have a baby deer!
The objective of this task is to get the student familiarized with the Behaviors module, which is used to provide basic AI functionalities to in-game characters. At the end of this task, the student will have learned the basics behind the behavioral mechanism by designing a behavior structure from scratch.
Requirements
The student must design and implement a behavior file (.behavior
) to modify the movement speed of a creature in the game by three times (i.e., the current speed of the creature is multiplied by three). Make it run faster!
Acceptance Criteria
The student must submit a valid behavior file (.behavior
) compliant to the task requirements as a PR to the WildAnimals module. The submission will be tested as follows:
- The file will be added to the
WildAnimals
module; - The behavior specified in the
deer.prefab
file will be replaced by the file submitted by the student; and - A deer will be spawned in-game to check if the behavior is working properly.
Resources & References (Where to Start)
If you want to have a better understanding of how behaviors work in Terasology, start by cheking the Behavior Wiki. If you want to create your own Behavior file, you can learn it here.