
Wicked Forest
A downloadable project for Windows
Wicked Forest is an intelligent ecosystem simulation developed in Unity as a final project for the Artificial Intelligence for Video Games course. The setting features a forest where different autonomous characters interact with each other following unique objectives, priorities, and behaviors, generating emergent situations without player intervention.
Each NPC features an independent decision-making system based on Behavior Trees, allowing them to react dynamically to environmental changes, prioritize actions, and modify their behavior according to their internal state and detected threats.
👹 IMPLEMENTED BEHAVIORS (NPCs)
Orc
Patrols the forest, protects its territory, and pursues enemies. It dynamically adapts its aggressiveness, speed, damage, and perception using fuzzy logic (Sugeno) based on its hunger level, health, and current situation.![]()
Goblin
Actively searches for food and steals resources from the environment. It avoids direct confrontations by fleeing from the Orc, but opportunistically hunts Fairies if it detects an advantage.![]()
Hunter
Specializes in long-range animal hunting using his bow. He can engage the Orc in melee combat if cornered and strategically places traps to defend his position.![]()
Fairy
A support entity that provides direct assistance to its allies in the ecosystem, utilizing magical abilities focused on healing and protection.![]()
Duck
Moves organically through the stage using flocking behaviors (Flocking). It acts as a natural alarm system, alerting other individuals upon detecting threats.![]()
Unicorn
Freely explores the environment. Through the application of fuzzy logic, it constantly evaluates the danger of the area to precisely decide between fleeing or moving with increased speed.![]()
🛠️ APPLIED TECHNOLOGIES & CONCEPTS
- Unity Engine & Advanced C# Programming
- Behavior Trees applied to NPCs
- Fuzzy Logic (Sugeno Inference System)
- Intelligent navigation with Unity NavMesh
- Dynamic Perception Systems (Vision Sensor via field-of-view cones)
- Flocking algorithms for group behaviors
- State Machines for Animation (Animator Controller)
- Dynamic Day and Night Cycle focused on behavior alteration
- Component-oriented modular software architecture
📈 DEVELOPMENT & IMPLEMENTATION
- Logical design and execution of the characters' global Artificial Intelligence.
- Structuring of behavior trees for autonomous decision-making.
- Integration of fuzzy models to achieve adaptability in reactions.
- Programming of the pathfinding, navigation, and pursuit system with NavMesh.
- Fluid synchronization between behavioral logic and animation state machines.
📋 PROJECT INFORMATION
Engine: Unity
Language: C#
Type: AI Simulation / Intelligent Ecosystem
Developed by: Victor Collazos & Fabricio Vélez – TECSUP (2026)
Language: C#
Type: AI Simulation / Intelligent Ecosystem
Developed by: Victor Collazos & Fabricio Vélez – TECSUP (2026)
Special thanks to: Yunior Bestard Aroche (Course Professor)
| Published | 13 hours ago |
| Status | Released |
| Category | Other |
| Platforms | Windows |
| Author | ᐯ フ 匚 尺 ツ |
| Content | No generative AI was used |
Download
Download
WickedForest.rar 91 MB











