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Dev log - Modelling enemy behaviour

From a full textual description of the behaviour of an enemy, there are still many steps before the game knows how to execute it. In this series of dev logs, I discuss the model we use for enemy behaviours, and give some small peeks into the high-level implementation of this model.

Part 1 - on the general model
http://rochefusion.com/devlog/348/player-directed-development-live-stream

Part 2 - how the newest mini-boss was modelled
http://rochefusion.com/devlog/350/graph-violence