Attack zones
Trigger-Area
Goal
Defeat all enemies
Behavior
Enemies spawn not before the player has pass the trigger for this attack zone
Restriction
Player can not leave the Attack-Zone until the goal is reached
Spawnpoint
Bahavior
Invisible
Indestructibly
Spawnlocation
At path
Properties
Determination
Commander-Zone
Maximum active enemies
Henchmen-Zone
Spawn ratio
Maximum of enemies
Maximum active enemies
Open-Area
Goal
Defeat all enemies
Behavior
Enemies walking along a path. All enemies attacking the player if he is inside the zone
Enemies will following the player until he left the attack borders
Restriction
Player can leave (go through) the attack zone at any time
Spawnpoint
Bahavior
Invisible
Indestructibly
Spawnlocation
On path
Determination
none
Properties
Maximum active enemies
Spawn ratio
Maximum of enemies
Spawn-Area
Goal
Destroy the spawnpoint and all enemies
Behavior
Continually spawing of enemies until the spawnpoint is destroyed
Restriction
Player can not leave the Attack-Zone until the goal is reached
Spawnpoint
Bahavior
Visible
Destructible
Spawnlocation
On spawnpoint
Determination
none
Boss-Area
Goal
Defeat the boss
Behavior
none
Restriction
Player can not leave the Attack-Zone-Borders until the goal is reached
Spawnpoint
Bahavior
Invisible
Indestructibly
Spawnlocation
On path
Determination
none
Enemy types
Boss
Commander
Properties
Action range
Magic number of courage
Bishop
Properties
Action range
Detect range
Thoughts per second
Badly injured
Confused
Magic Number of courage
Adept
Enemy behavior
All enemies
Movement
Go through enemies
Go through player
Turn on place
Attacking
In detect range and player in sight at all times
AI
On path
Walks along to the next path node
Node reached?
[true]
On spawn
Spawn somewhere over a path node
Walk to the nearest path node at viewing direction
Node reached?
[true]
On path node
Badly injured?
[true]
[false]
Make decision
Turn left to the next node
Turn right to the next node
Decision check
Is there a next path node
[true]
[false]
On create
Enemy gets melee or distance attacker
On player attack
Switch to attack mode
Attack mode
Check condition
Check interval
Every own thoughts per seconds
Health okay?
[true]
Facing player?
[true]
In action range?
[true]
Make decision
Attack
[IF] commander
Order henchmen
[IF] bishop or Adept
[IF] distance
Shot forward
[IF] melee
Go close to player and hit him
Go backward
Be shy
Go backward
[false]
Go forward
[false]
Turn around
[false]
Badly injured?
[true]
Facing player?
[true]
Turn away of player
[false]
Go away
Confused?
[true]
Stop walking
Patrol mode
Check condition
Check interval
Every own thoughts per seconds
In detect range?
[true]
Facing player?
[true]
Bishop / Adept
Path allocation
Active path
Birth
Path node
Birth condition
Trigger
Birth effect
none
Dead effect
[IF] Henchmen-Zone
Update spawnpoint
Attack possibilities
Melee
Distance
Spawnpoint behavior
Check condition
Maximum enemies active?
[false]
Enemy spawn possible?
[true]
Maximum spawn amount per spawn
Spawn enemy
[false]
All enemies dead?
[true]
[false]
Trigger triggered?
Spawnpoint properties
Currently active enemies
Attack-Zone behavior
Check condition
Check interval
Every frame
Zone active?
[true]
Player in Trigger-Zone?
[true]
Goal reached?
[true]
Deactivate restriction
Deactivate zone
[false]
Activate restriction
Check their spawnpoint
Marker explanation
Topic
Node / all subnodes are milestone chunk
Node / all subnodes are current milestone
Topic
Node / all subnodes outstanding / arguable
Topic
Node / all subnodes verified
Topic
Node / all subnodes changeable
Topic
Node / all subnodes determined
Topic
Node development progress
Topic
Node / Feature canceled
Dates
Milestone I
Nov 22, 2011
Milestone II
Jan 27, 2012
Milestone III
unknown
Milestone IV
unknown