Hello Chris. I bought AC yesterday and had a few questions.
I was hoping to make a game that has elements of games like Supermarket Simulator or TCG Card Shop Simulator. Games where you have customers come in browse and buy stuff, then leave. Would AC be suitable for this?
I have some assets and scripts already that I've been working on, which leads to my next questions:
Does AC work with NodeCanvas?(node based behavior tree/state machine)
Does AC work with the S.O.A.P asset?(scriptable object architecture)
Does AC work with Animancer?(animator alternative to mechanim) Seems this will be doable with a custom script, if I understand the "get sword" tutorial on the website correctly.
Thanks for your time.
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Welcome to the community, @EzekelRAGE.
While I'm constantly surprised at the ways users manage to leverage AC for different game types, I should stress that it's not intended for management / sim-style mechanics.
There is, however, overlap with features like player movement, inventory, and interactions - and certainly AC would be able to handle those aspects. However, integrating it with other mechanics and assets would require a solid knowledge of how AC works "by itself", and I'd always recommend those new to AC start with a more traditional adventure game to get accustomed to its intended use before branching out to something more ambituous.
I expect it could work alongside it, i.e. AC logic running at the same time as a behaviour tree, so long as the same object wasn't affected by both simultaneously.
An integration for a similar asset, AI Tree, is however available on the Downloads page.
In this case, both assets are "foundational" in that they both affect the way that the rest of the project is structured, so you may want to be a bit wary here. Again, you may get decent results if it runs alongside AC, but if you want to have SOAP data be recorded in AC save-game files then you'll need a custom script means to transfer the data back and forth when saving and loading. See the Manual's "Custom save data" for details on this.
Not officially, but AC separates its movement and animation duties, making it possible to implement custom "animation engine" scripts that affect how a character is animated. The Manual's "Custom animation engines" chapter has details on this topic.
Alright, will keep all that in mind, thanks for your response and your time.