AI Enemies - AlexisBliesener/Bewitched GitHub Wiki

Status:

  • Concept
  • In development
  • Playable
  • Finalized

Description

What is the mechanic or system?

All enemies will feature unique AI behavior. Each enemy will have its own combat style that dynamically changes based on situational factors such as remaining health and nearby allies. For instance, enemies of the same type may group up for coordinated attacks, while others prefer to engage solo. Some may become aggressive when near death, attempting one final strike, while others might retreat to survive. These AI behaviors also affect how enemies act when possessed by the player, ensuring that each one feels distinct, with different movement styles and abilities.


Design Intent

What purpose does it serve?

The goal of this system is to make combat encounters feel dynamic and unpredictable while giving personality and tactical depth to enemies. By designing enemies with varying behavior states, the game encourages players to observe and adapt to different enemy patterns. This also enriches the possession mechanic, as playing as each enemy offers a fresh experience due to their unique movement, AI tendencies, and combat roles. It supports emergent gameplay and increases replayability by ensuring that no two encounters feel exactly the same.


Controls & Input

How does the player interact with it?
Each enemy has a set of two abilities. The primary is the main damage option for the player, generally what you will use to push offense. The second is a move with more defensive utility. The player should use it in response to an enemy winding up for an attack. This can be a dodge, block, counter, or a quick interruption attack, if their main attack is too slow to reliably stuff enemy moves on reaction.

  • Ability 1: Primary damage option. Should be easy to aim and versatile enough to enable player creativity

  • Ability 2: Counter/defensive option. Stops incoming damage and gives the player a chance to follow-up

  • Diversity/orthogonal design: Enemy options should be varied and distinct from one another.

  • Attacks should be highly telegraphed to give the player an opportunity to counter

  • Avoid ranged attacks. Player should be able to effectively target enemies and land attacks from the overhead combat camera. This is not a game about aiming.

  • Combat: Players must react to how enemies behave.

  • Possession: The player can possess the enemies, the base AI is then overridden and the player takes on the enemies movement, abilities, and health.


System Interaction

What other mechanics or systems does this connect to?

  • Possession: The player can possess these enemies taking over their movement, abilities, and health.
  • 3rd Person Character Controller: The player controller will move seamlessly into enemies to control them when possessed.
  • Health System: Enemies will be able to hurt the player, the player becomes the enemy that is being possessed.
  • Event Enemies: Specific enemies elevated to boss fights

Success Criteria

How do we know itโ€™s working?

  • Enemy behavior feels varied and adaptive rather than predictable.
  • Group dynamics emerge naturally.
  • Players can identify and respond to behavioral cues.
  • Possessing different enemies offers meaningfully different play experiences.
  • AI transitions between states are smooth and visually clear.
  • Enemy actions support player decision-making without feeling unfair or overly chaotic.
  • System is scalable