AI PROTOTYPING
Behaviour Tree Planner
Sketch AI selectors, sequences, actions, and conditions, then export the node list as JSON.
NODE VOCABULARY
Plan behaviour tree nodes
| Name | Type | Actions |
|---|---|---|
Behaviour tree guide
Behaviour trees make NPC decisions composable, but large trees become difficult to debug when selectors, sequences, and actions are mixed without clear contracts.
Use the result as a balancing or prototyping starting point, then validate it against your own game data and playtests.
Keep nodes small and observable
Each condition should answer one question and each action should expose success, failure, or running. Log the active branch during development so designers can see why an NPC chose a behaviour.
A practical production check
Record the assumptions behind the estimate, test a small and a worst-case scenario, then compare the result with a profiler, playtest, or representative content sample. This turns a one-off number into a repeatable design decision.
Prototype first, tune second
A calculator or generator can expose relationships quickly, but the final values should be checked against player experience, content cadence, and the rest of your economy or combat system.
Frequently asked questions
Does this replace playtesting or profiling?
No. It provides a fast, repeatable baseline so testing starts from informed numbers rather than guesses.
Can I use this for a shipped game?
Yes, as a planning and comparison aid. Confirm critical budgets with measurements from your target hardware, network conditions, or production data.
Does my data leave the browser?
No. These tools run locally in your browser.
Privacy note: behaviour tree planning happens in your browser. Nothing is uploaded.