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A solo-developed Unity 3D prototype experimenting with Hierarchical Task Networks (HTN) for character behavior in a small supermarket simulation. The player controls the shop owner, who can perform tasks manually or allow the AI to handle them. Customers (NPCs) follow simple shopping routines, buying products based on a predefined list.
β οΈ This project is a work in progress. Core systems are partially implemented. See below for more details.
This prototype explores a hybrid AI control system using HTN (Hierarchical Task Networks). It allows switching between direct player control and autonomous AI behavior, where the shop owner performs tasks such as restocking shelves or moving around the store. If left idle, the player character will begin executing tasks automatically.
NPC customers have early-stage behavior logic: they visit the shop, look for products on a list, and make purchases, adding money to the store's balance. The system is designed to simulate basic retail activity, laying the foundation for more advanced features in the future.
Built entirely in Unity 3D, the project makes use of:
These are not yet implemented but are part of the roadmap:
This project is being designed and developed entirely by me β from code and design to visuals and systems integration.
Please note: This project is not optimized. It's still under active development and intended for prototyping purposes.
Tested and developed on the following system:
Performance and behavior may vary on other setups.
β οΈ No build is currently provided, as the project is still in early development and not ready for testing.
This README offers a high-level overview.
For source code, implementation details, and updates, check the Git repository and commit history.