Playing Around with Behavior Trees!
Since Wetware features characters with a set of activities who you can interact with, the core of what makes these characters tick are their behavior trees.
It's used to translate high level decisions (e.g. "I should use the water cooler in the break room") into a sequence of basic actions, branching off whenever needed (e.g. "stop what I'm currently doing -> go to break room -> check if someone's using the cooler -> if not, walk up to it and use it").
A few screenshots from very early tests with temp models:
At the time the screenshots were taken, the system to help the characters make high-level decisions haven't been implemented yet, so they just pick random things to do every once in a while. Still, it's already fun to observe them!