Creating Enemies And Their AI (November 2017)

In the previous blog post of this series ( The Beginnings ), I discussed the foundations of the game. These were things like the story, movement mechanics, sprite design, and lifeform stats. In this blog post, I will be discussing creating the very first enemies and the early version of their AI. Enemies And AI To implement AI, all lifeforms would function as a concept called finite state machines - which is the idea that a lifeform is only ever doing one thing at a time. Whatever thing the lifeform is doing is called a state. Essentially, a lifeform is only ever in one state at a time. States are everything that make up the lifeform's decision-making process and actions. For example, standing still is a state (idle state). Moving from point A to B is another state (moving state). A jump is made up of three states: jump-in (going from being on the ground to in the air), jump-idle (repeating this state until an obstacle is hit), and jump-finish (landing on the groun...