I really need to get some gameplay going. I don’t particularly want to spend time on temporary enemy logic, so I will just go ahead and write the “full” AI from the start. I expect different enemies to have different
Don’t Break the State Machine!
Designing finite state machines requires good discipline and a shift in design paradigm. It’s very easy to “break” a state machine by implementing improper design. It is very tempting to take shortcuts, but it never leads to clean lasting code.