Added some new enemy behavior, feels good
Game development · 0.80
Summary · qwen2.5:32b
After addressing technical debt through code refactoring, new enemy behavior was implemented, including varied actions between attacks and more dynamic pathing. This enhancement adds complexity to enemy AI, improving gameplay experience; next steps include group pulling mechanics.
Excerpt
<!-- SC_OFF --><div class="md"><p>I had quite bit of technical debt that I needed to clean up for the past 3 days. Refactoring code bases and polishing up mechanics that were driving me nuts. It felt like I wasn't adding anything new to the game but I also realized that it needed to get done.</p> <p>Today was able to wire up some new enemy behavior and it felt so clean and so good because of all the refactoring. Thats all I wanted to say haha</p> <p>New enemy behavior is to have the enemy snarl/jump or do nothing inbetween attacks.<br /> Also added in a bit more enemy variance to there pathing to the enemy so it isn't just a straight line.<br /> Next up is adding in group pulling mechanics</p> </div><!-- SC_ON -->   submitted by   <a href="https://www.reddit.com/user/Delicious_Alfalfa_69"> /u/Delicious_Alfalfa_69 </a> <br /> <span><a href="https://www.reddit.com/r/gamedev/comments/1up34nk/added_some_new_enemy_behavior_feels_good/">[link]</a></span>   <span><a href="https://www.reddit.com/r/gamedev/comments/1up34nk/added_some_new_enemy_behavior_feels_good/">[comments]</a></span>