#GodotEngine - How to use State Machines to Design a Boss Battle
Pigdev
The core of a boss battle is the boss Behavior Pattern, which is essentially a primitive AI layer. We often use State Machines for that, and with Godot's AnimationTree node, it couldn't be easier.
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00:00 - Intro 01:01 - Boss showcase 01:48 - AnimationTree setup 03:33 - Designing the State Machine 08:30 - Creating a better interface for AnimationTree 10:35 - How to set the conditions for Transitions 21:36 - Fast forward to the final behaviors 22:12 - How to debug a Boss without Players 23:06 - Fast forward to the final design 23:25 - Reviewing the code 25:10 - Testing the Boss 26:20 - Outro
#gamedev #indiegamedev #indiegame #gamedesign #programming #godotengine #flatdesign #bossbattle #boss #games #lasers #spaceshooter #space ... https://www.youtube.com/watch?v=BSCotREZ0Dw
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