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
- Primary attack :
3. Additional Notes
[Any additional notes, thoughts, or ideas shared during the meeting] [Important reminders, announcements, or follow-up details]