Unity
C#
9 months
26
Proggrammer
When first coding the enemies its design was based off of a script based system... (state machine) Later on it was become a hassle to add logic so we transitioned to behaviour trees to better help organize our code which in turn made it easier for others to diagnose errors
The code/tree could've definatley been pretier and for the video documenting the whole system of the grunt enemy I decided to hide the full functionality of the code due to the sheer volume
Also same as the grunt enemy I decided to hide the full functionality of the code due to the sheer volume