Orge AI Meeting Notes - AlexisBliesener/Bewitched GitHub Wiki

Meeting Title: Orge AI Meeting

Date: 8/30/25

Time: 11 AM - 12 PM

Location: Discord

Attendees: Alexis, Tristan, June, Andy

1. Agenda

  • Orge AI Discussion

2. Discussion


Orge AI Discussion

  • Key discussions:

    • We want the orge to be big and a little slower
    • Big wind ups and see him coming
    • Primary attack : just swining a big club (tristans thoughts)
      • side to side swing
      • Big wind up, cant not change direction once locked in
    • Second attack: new one was grabbing and boulder and throws it, so players are more likely to approach him and actually dealing with him
      • Tristan: likes this since it forces the player to actually go deal with the orge being a big threat
      • June: worried about balancing that
      • Throwing the bolder and it lands somewhere
      • Leave bolder as an environment obstacle? For a few seconds becomes a nav mesh obstacle, 6-8 seconds, then fade out.
      • Bolder big enough to hide behind? Liked idea, bolder about the same height of the witch model, looks like it could crush you when hit
      • Not to high damage, should not be a one shot, impactful but not life ending
      • Half or quater amount of damage than the club
      • Straight line throw
      • Small arc at around a quater way to the player it starts to fall off
      • Limit how fast it can move in air
    • Old jump secondary attack does'nt make since, good with cutting it
    • Not attack should ever one shot the player on max health
    • Big priority, if they are approaching the player all other enemies support it and get out the way
    • Only thing that would not give priority would be the final boss (if added)
    • Low health goblins priority gets higher? Just an idea not sticking with it
    • Patrolling, one spot or very small range
      • Staying in one general area, sitting in a corner and just kind of looking around
      • Small circle that he can randoming walk around in until the player is seen
      • Small random distances to move at a time
    • If you cross them it holds grudges will keep following you
    • No jump to big and heavy
    • Just kinda lumbering after you
    • Certain range he picks up a bolder and throws it, periodically if you stay far away
    • Range on the bolder should be more mid range, since big and heavy object, ~5 times its height, play around with this range
      • Start longer but tweak as we go
    • Goes for the club in close range
    • Andy: Like the changes and the map temperary changes
    • Based on Orge concept it makes more since for it to throw a gem since it is covered in gems
      • But also reach into the ground idea is cool
    • Landed on reached down and grab out of ground, hopfully easier for art too
    • Death: hit box when it fall and dies, has an environment impact ? Ideas
    • Drop club, falls to its knees, then falls on face
    • Idea of Orge falling hit box does damages, play with this later if there is extra time.
    • Big slow walk, but still covering a lot of ground since he is so big
    • Drags the club around gives an emphasis of weight
  • Decisions made:

    • Primary attack :
      • Swinings a big club
      • side to side swing
      • Big wind up, cant not change direction once locked in
    • Second attack:
      • Grabbing a boulder and throws it, so players are more likely to approach him and actually dealing with him
      • Throwing the bolder and it lands somewhere
      • Leave bolder as an environment obstacle, for a few seconds becomes a nav mesh obstacle, 6-8 seconds, then fade out.
      • bolder about the same height of the witch model, looks like it could crush you when hit
      • Half or quater amount of damage than the club
      • Straight line throw
      • Small arc at around a quater way to the player it starts to fall off
      • Limit how fast it can move in air
      • Range on the bolder should be more mid range, since big and heavy object, ~5 times its height, play around with this range
    • Movement:
      • Big slow walk, but still covering a lot of ground since he is so big
      • Drags the club around gives an emphasis of weight
      • No jump to big and heavy
    • Death:
      • Drop club, falls to its knees, then falls on face
    • AI:
      • Big priority, if they are approaching the player all other enemies support it and get out the way
      • Only thing that would not give priority would be the final boss (if added)
      • Patrolling, one spot or very small range
      • Staying in one general area, sitting in a corner and just kind of looking around
      • Small circle that he can randoming walk around in until the player is seen
      • Small random distances to move at a time
      • If you cross them it holds grudges will keep following you
      • Certain range he picks up a bolder and throws it, periodically if you stay far away

3. Additional Notes

[Any additional notes, thoughts, or ideas shared during the meeting] [Important reminders, announcements, or follow-up details]