Below you will find pages that utilize the taxonomy term βCombatβ
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Lua for Game Development β Chapter 14: Combat AI, Behavior Trees, Utility AI & Enemy Design
Combat AI determines the challenge, pacing, and tension of any action game.
Modern games use:
- State Machines (simple AI)
- Behavior Trees (modular, readable)
- Utility AI (dynamic decisions)
- Blackboards (shared memory)
- Squad AI (formations, flanking, roles)
- Boss AI (scripted phases + BT nodes)
Lua’s flexibility makes it ideal for building AI layers.
This chapter builds:
- Enemy archetypes
- Finite State Machine (FSM) combat AI
- Behavior Tree engine
- Utility-based decision system
- Aggro & threat systems
- Group tactics (flank, assist, swarm)
- Boss scripting (phases, triggers, timelines)
1. Enemy Archetypes
Define enemies in data:
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Lua for Game Development β Chapter 5: Combat Systems, Hitboxes, Stats, Buffs, and Abilities
Combat systems are the backbone of many games:
RPGs, action games, shooters, platformers, MOBAs, and roguelikes.
This chapter explains how to implement real combat architecture in Lua:
- Entity stats & modifiers
- Damage pipeline
- Hitboxes & hurtboxes
- Buffs, debuffs, DOTs, HOTs
- Cooldowns & cast times
- Skill/ability system
- Combat logs & replay
- Network-sync-friendly updates
This is a complete combat architecture, not a toy example.
1. Entity Stats (Base + Modifiers)
Stats usually come from: