

Gi-hun returns home to find 45.6 billion won in his bank account (that's around $38 million and £28 million, for those wondering). This is partly true, but further reasoning is added later on in the episode. While being returned home, Gi-hun asks the Front Man why he hosts the game, to which he replies, “you people are horses” – meaning it was created for the purposes of sport and betting. The VIPs leave, the prize money descends from the ceiling and Gi-hun is declared the winner by the Front Man, who congratulates him on his victory. Sang-woo’s last words request that Gi-hun accepts the prize money and helps his mother.Īt this point, the game is over.

Gi-hun returns to Sang-woo to inform him of his decision, but the latter stabs himself in the neck – presumably a consequence of his guilt. Obviously, things don’t turn out this way. In this confrontation, though, Gi-hun reveals a momentary brutal streak that allows him to defeat Sang-woo, but he still ultimately refuses to be totally corrupted by the game, sparing Sang-woo's life and deciding to forfeit the prize money and return home. Unlike Sang-woo, who spends preceding episodes descending into a darker and darker state of mind, Gi-hun maintains a degree of morality and humanity throughout the increasingly inhumane games. In other words: I just want to use the left mouse button on the 'chair' object to trigger the sit action according to the X axis - direction).This moment is an important one for Gi-hun. Just to illustrate my intent - except for character movement or control (in this case I use WASD from the GC). If a tutorial on is possible, it would be nice. The 'sit' action - in my case - will dispense with 'angle transitions' at this point - that is, the 'chair' can be at any angle, the following animation is 'click on the object, player is taken to the axis X and thus triggering the sit animation'. An object with 'trigger' and 'collider' (my intention is to use the left mouse click to trigger the 'sit' action). I believe that, first, I will have to have animations for this (sit - transitions). My challenge now is to 'sit in a chair' (or several with different angles). I can walk, run, jump, be idle (multiple animations). However, now I want to add secondary actions to my character. I've been testing things (movements and multiple cameras) and everything turned out really good. However, this also makes behavior trees grow a lot horizontally, something that should be avoided at all costs, since you will usually want to have everything as compact as possible.īasically you can squeeze an entire 10 node (or more) composite sequence (which again, take a whole lot of real estate) into a single node without having a single drawback. With Behavior Trees you can make this by using a Sequence Composite node, which lays these horizontally. This is because Actions are "chained instructions" executed one after another, where the next one holds the execution until the previous one has finished. However, Game Creator has a very particular visual scripting system that plays very nice with our tweaked behavior trees, something that we couldn't do with Emerald AI (because it isn't part of the standard implementation of behavior trees, all things said). Click to expand.We'll check this out, thanks for the link! See if we can work something out in the future.ĭespite this, let me say I understand your reasoning against trusting GC's Behavior Tree system.
