Enemy Characters & Behavior
Keywords of Enemy Characters:
Cult, corrupted, ancient bronze artifact appearance
Enemies are crucial to the core gameplay, I designed enemies to be challenging and engaging, putting pressure on the player for strategic decisions while having fun personalities rather than robotic.
Cult Archers are the primary enemies in the level, using bows and cover tactics similar to the player. They are designed to test core shooting and timing skills, with visually color-coded tiers that scale from easy to elite difficulty.
Flyers spawn from crystals and rush the player, exploding on impact even through cover. With low health but high threat, they test quick, precise aiming and encourage the use of Chrono Runes to neutralize them before they strike.
To achieve my goal, I proposed and implemented a behavior tree system, allowing Cult Archers to have different weighted chances to choose attack types (regular draw & quick draw) based on their rank (e.g., easy or elite). I also added a “taunt” action—enemies may taunt before their next attack, which becomes empowered, heightening tension in combat.