State Machine

The Huntress features three kinds of enemies:

The Cultists

The Failed Experimentations

The Aswang

Every enemy follows its own state machine, but every state machine derives from a single one that could then be copy and pasted to accelerate the programming process.

Cultist_State-Machine_Base (2).png

The system counts 7 different states. They are summarized below. If you want to read a more detailed Design Document, click here.

Patrol

In this state, the enemy follows a path created by the Level Designer.

 

Passive Search

In this state, the enemy thinks they have heard or seen the avatar without confirming it.

The enemy investigates the source of the sound or the vision.

 

Active Search

In this state, the enemy has confirmed the presence of the avatar but has lost sight of them.

The enemy investigates feverishly their immediate vicinity.

 

Combat

In this state, the enemy has confirmed and sees the avatar.

The enemy tries to kill the avatar. (this state is the only one that greatly varies between each enemy)

 

Staggered

In this state, the enemy is staggered by a well timed melee hit by the avatar.

The enemy cannot move, but can still see and hear for a certain amount of time.

 

Stunned

In this state, the enemy is stunned a weapon used by the avatar.

The enemy cannot move, see or hear for a certain amount of time.

 

Dead

In this state, the enemy has been killed by the avatar.

 

Differences between enemies

  • The Cultists

    This group of humans tries to stop the avatar from breaking their dark ritual.

  • The Failed Experimentations

    Created by the Cultists, these blind creatures only know pain and violence.

  • The Aswang

    Summoned by the Cultists, the soul of this monster was merged with the avatar’s sister’s.