PricingBosses and enemy AI
Enemies that chase, path around the map and pick targets, and bosses that change behaviour between phases. Scripted to stay cheap on the server even when there are many of them.
A good enemy is mostly decisions: who to chase, when to give up, which attack fits the distance. A good boss is those decisions plus a script for the fight: phases, patterns the player can learn, and moments designed to be dodged.
Performance is the other half. AI that runs every frame for every enemy is what lags a server, so updates are budgeted and spread out. You provide the models, animations and effects.
Scripting only. You bring the animations, VFX, sounds, models and UI art; I write every line of the code that makes them work.

Implemented server wave loop, config-driven design, replicated state, skip flow, lifecycle, client UI, attribute-driven UX. RECV with 500 mobs → 10.

Dialog NPC, UI animations, cutscenes, backend datastore, selection system.

Server wave loop, config-driven, replicated state, skip flow, enemy lifecycle, client UI, attribute-driven UX, FE UI.
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