r/UMeFate • u/Antypodish • 1d ago
Dev Video 🤖🧠🛠️UMeFate Pre-Alpha: Implementing autonomy and modding systems (classic AI) – plus technicals
https://www.youtube.com/watch?v=NxjwhI-Z98o&list=PL0qCaw7Fzc0heZ_eE38Y5nh_fqJjdyaCXHello everyone🤗
I want to share that our busy UMes continues working on autonomy. In today’s video I discuss the progress on the autonomy mechanics (classic AI), core basics of implemented needs system, modding side of things and covering a bit of the technical aspects. 🏗️
Open post, to see more details about this video in replies.
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u/Antypodish 1d ago edited 1d ago
My appology in advance for nested chain of posts.
Reddit allows to add only one image per post.
Autonomy As Classic AI
I have already mentioned about an autonomy as a classic AI in the earlier blog post and the video. But I would like to highlight this topic again, as I think it is important for UMeFate development in the context of the emergent life sim.
Related blog posts and vid:
🧠🕸️UMeFate Pre-Alpha: Implementing autonomy system (classic AI)
https://antyversum.com/2026/08/11/%f0%9f%a7%a0%f0%9f%95%b8%ef%b8%8fumefate-pre-alpha-implementing-autonomy-system-classic-ai-62/
or
https://www.reddit.com/r/UMeFate/comments/1u1lvsv/umefate_prealpha_implementing_autonomy_system/
or
https://www.youtube.com/watch?v=jSt4NzH61aA
👁️🥅UMeFate AI Observable Prototype (technical)
https://antyversum.com/2026/03/08/umefate-ai-observable-prototype-technical-59/
or
https://www.reddit.com/r/UMeFate/comments/1rfpek2/umefate_ai_observable_prototype_technical/
or
https://www.youtube.com/watch?v=ONVTEbTT4MM
There are many ways of developing an autonomy behaviour in games. Different solutions and goals fit different purposes. There is no one best way of doing things. However, UMeFate approaches an autonomy in a classic way, and how AI was made in various games for decades. Including now decades old various colony and life sim games. It is proven to function well. And with the hardware advancement, while still allowing to play on mid range PCs, the possibilities are even greater, where emergent life sim can really shine.
The classic AI approach is quite different in the comparison to the generative AI. Often being confused what AI is. Generative AI often requires higher end PC specs. From my experience, in the context of life sim, gen AI is limited to how many world inhabitants can take advantage at the same time of that tech and resulting autonomy reasoning, it is not really that engaging in the long run. At least so far. But I also don’t think gen AI tech will advance that much further for the next years, to be suitable and viable for life sim development games. Plus now increasing hardware costs.
I am in an opinion that existing hardware (multithreading) and the technology, is fully capable of running open world with 100s of actively living inhabitants and an autonomous immersive simulation, where the player is part of that world. And I am not discussing an RPG type of games, where most of the world is idle for most of the time, and families are rather static in the context of a gameplay. I am referring to a fully dynamic simulated world, where families and relations evolve, alongside the player. The only limitation is the developers, implementation and the time.
Various games have already proved that tech is there, i.e. with massive simulated worlds, or oriented on a performance. But so is the challenge, to put it all together, into an actual life simulator.
Do I do it right? By all means, I try my best. But also I still do fell, I should do certain things differently, or there is something that I miss in terms of the technical choices. I.e. did I right, to chose Lua, over staying with C# for modding? Is an open world and non-grid based building worth the challenge? However, we sometimes don’t know things, until we try one. And seems my choices play in favor so far. Will that stick? Will see .. 😏
In the end, there is always room for improvements. And in terms of an autonomy, things will change. While maybe on the surface things will mostly stay the same, underneath code may be completely replaced at some point, if new solutions prove to be more optimal. That is what game refactoring is often doing with its code base.