Game development

Give enemies a readable pattern

An enemy becomes a decision when the player can anticipate part of its behavior. Use a distinct preparation, action and recovery phase before adding variation.

Prototype one enemy in an empty room. Check whether a new player can identify a safe response before adding more enemies or visual clutter.

Continue the study

Work through a small code example, make one deliberate change and record the effect. The reading links below connect this exercise with animation, input and retro game design.