Heckteck
heckteck.dev
Heckteck
@heckteck.dev
Programmer, working on ULTRAKILL.

she/her
I hardly know 'er
I appreciate messages from fans but please don't just send random shit like this 💔 who even are you
July 15, 2025 at 9:42 PM
Sorry what
April 11, 2025 at 11:59 AM
Desperate times, they're becoming Buzzfeed
April 9, 2025 at 1:13 PM
I've been waiting for this year. I should snakepost more

2 of 4 sillies (Khezu and Tofu)
January 29, 2025 at 2:07 PM
In what context would I need this information
October 20, 2024 at 2:27 PM
Selectors try to 'select' the first successful node - they run all their children top-to-bottom, until one Succeeds.

Sequences try to run all their children in sequence - if one fails, the sequence stops and returns Fail.

If we reach a Timeline node, we play that timeline!
(e.g colored path)
4/X
October 19, 2024 at 8:42 PM
And this is the behavior tree - the brain of the enemy.
To decide what an enemy should do next, we start on the left side of the tree, asking our root node (highlighted red) to run and give us a result.
3/X
October 19, 2024 at 8:41 PM
This window is the Timeline Editor. Timelines have various 'tracks', allowing timed events to be synchronized.
For example, if a hitbox needs to activate for part of an animation, we can use an Animation Track and Activation Track, and line them up, as seen below.
2/X
October 19, 2024 at 8:41 PM
As part of the enemy code rewrite, I've been working on a Behavior Tree system.
Combined with our Timeline, it can be very versatile.
These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types.
1/X
#screenshotsaturday
October 19, 2024 at 8:40 PM
hoaly shit
October 17, 2024 at 2:59 AM