godot-behavior-tree-plugin
Behavior Tree implementation for the Godot Engine as an addon in pure GDScript (by godot-addons)
inkgd
Implementation of inkle's Ink in pure GDScript for Godot, with editor support. (by ephread)
godot-behavior-tree-plugin | inkgd | |
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3 | 6 | |
208 | 286 | |
0.0% | - | |
0.0 | 5.3 | |
almost 4 years ago | 3 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-behavior-tree-plugin
Posts with mentions or reviews of godot-behavior-tree-plugin.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-04.
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Can someone explain to me Godot's Scene, Node and Signal Architecture/System in terms of Unity Scenes, GameObjects, Components and Prefabs?
These plugins are explicitly NOT workable if you think in unity. https://github.com/godot-addons/godot-behavior-tree-plugin https://gitlab.com/atnb/xsm/
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Behavior tree plugins in the asset library
Also, there's https://github.com/godot-addons/godot-behavior-tree-plugin and something here https://gdscript.com/solutions/godot-behaviour-tree/. If you really need something working to touch first, then pick the one you understand better.
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How to make better AI
Seems like you need more variation in the behavior of your enemies. Using states for designing enemy ai is recommended if you have only a handful of states. What you want to achieve is more sophisticated I guess. Implementing it with states is certainly possible, but will get very messy quickly. I recommend you look up behavior trees (e.g. https://gdscript.com/solutions/godot-behaviour-tree/), as they allow you to design relatively easily different enemy ais. There is also a godot plugin which implements behavior trees (https://github.com/godot-addons/godot-behavior-tree-plugin).
inkgd
Posts with mentions or reviews of inkgd.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-04-25.
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Godot & Ink: a tutorial series
This series of videos is a step-by-step tutorial showing how to create a visual-novel-like games using Godot and Ink. This project uses the inkgd plug-in developed by Frédéric Maquin: https://github.com/ephread/inkgd Visual assets are made by puppetbomb: https://puppetbomb.itch.io/college-students-sprite-pack
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Is there a way to make a good game without coding?
There are other tools like that, if you're interested. Inkle (maker of 80 Days and Overboard) make another text based language called Ink, and there's an online hosting tool for making stories with it. Godot can even integrate with Ink-written stories, but it requires a bit of programming knowledge to get it to hang together
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What should I learn if I want to develop a barebone political sim?
I would say something like Inkle's Ink could do this easily, though it can be overwhelming to look at from the start. There are a couple of Godot integrations with Ink, both a C# one here and a pure GDScript one (though they warn it might be slow on large games). InkGD has a couple examples that use simpler Ink stories, so you might just look through that for the examples to start.
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Palladium: Adventure in Greece is now in the Steam store!
https://github.com/ephread/inkgd -- Implementation of inkle's Ink in pure GDScript, with editor support. (ink scripts are used in our dialogue system)
- Ink 1.0 – open-source scripting language for interactive narrative
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Just released my second game on Steam, The Great Plague Exodus. Between achievements and managing multiple characters, I've learnt so much in the past 6 months since my first game released, a massive thank you to this community.
Hey, looks great! I wonder what did you use for dialogue system. Do you have any recommendations? There are many repositories for this for Godot (some just UI, some using graphs, but most are abandoned), but it's hard for me to decide. All I know is I don't want to build yet another system from scratch, just plug it into my UI. From what I have researched Ink with Inkgd (https://github.com/ephread/inkgd) seems the most maintained and robust solution. Any opinions on that?
What are some alternatives?
When comparing godot-behavior-tree-plugin and inkgd you can also consider the following projects:
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
godot-ink - Ink integration for Godot Engine.