Start Date: Sunday, 21st of July, 19:00 Approximate Work Hours: 6.5
Game Brief:
Problem:
The solutions I provide, will be designed to be easier to implement, with minimal dependency on existing enemy types.
Instead of complex role-based systems like Tank, DPS, and Support, which might not fit all enemies, I offer global behavioral solutions that can be applied broadly
Implement adaptive AI behavior, which makes high health enemies move towards the player, while low health ones try to stay out of their effective range. This will add an interesting rotation to how the enemies behave, based on who has the advantage.
Multiplayer Aspect: This could be adjusted to have the enemies target players with the lowest health. Essentially, this change will make the enemies smarter, instead of increasing their flat stats.

