For the enemies my plan was to have them shoot at the player with a delay, which would allow the player to dodge their arrows. For me to do that i had to slow their turning speed using quarternions, which can be adjusted to be faster if in the future i plan to have several difficulties.
The enemy will chase the player to kill them in melee range with daggers (not yet implemented), in mid range distance the enemy will shoot at the player, and if the arrows hit then the player will also take damage. At long range the enemies just roam on certain way points that i have set for them to roam to, however they also take the way points of some of the enemies that are alive, so the pattern is not the same for every enemy, allowing for diversity
The enemy has a health bar that is lowered by the player when they shoot, different guns deal different damage and may take longer to kill the enemy. When the player kills the enemy, an item drop will appear with a special rarity to signify that weapon drop. Each gun has a different range and damage and the rarity also follows this rule, for example a shotgun can have very short range, but very high damage in its legendary version, or medium range with low damage with the common version of the weapon (more on RNG is on the guns update)
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