Spawning. During this time, set the enemy's target according to the highest threat party member. Enemies will eventually need an animation and/or vfx to play during this in case they are visible during.
Moving toward target.
Attacking. Or, standing still and letting the skill system play out.
Feared, moving away from their target.
Dæd.
Behavioral variables include movement speed and distance at which they transition from moving to attacking.
Enemies follow a simple FSM with these states:
1. Spawning. During this time, set the enemy's target according to the highest threat party member. Enemies will eventually need an animation and/or vfx to play during this in case they are visible during.
2. Moving toward target.
3. Attacking. Or, standing still and letting the skill system play out.
4. Feared, moving away from their target.
5. Dæd.
Behavioral variables include movement speed and distance at which they transition from moving to attacking.
zephyr
added this to the Prototype milestone 2023-08-10 22:40:53 -04:00
zephyr
self-assigned this 2023-08-16 11:25:49 -04:00
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Enemies follow a simple FSM with these states:
Behavioral variables include movement speed and distance at which they transition from moving to attacking.