Developed an initial AI enemy system featuring four distinct enemy archetypes: Ranged, Melee, Mage, and Boss, each designed around different combat behaviours and attack patterns.
Additional work included:
Projectile System: Implemented projectile mechanics for arrows and magical orbs.
Melee Combat System: Developed a melee combat framework featuring attack combos and capsule-based hit detection.
Reusable Combat Mechanics: Designed the combat system so that player attacks could also be used by AI-controlled enemies, ensuring consistency and reusability across different combatants.

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