How to set up an enemy with its own HP, Movement Patterns, and Death Animation. These are the primary mechanics for all enemy types, so it would be best to get this stuff down before moving on to more complex enemy topics.
@@rockman2905 until I get around to making a video explaining how to make it, you can check out my itch.io page for a turn based battle example and template
To add more flair and challenge to the game, consider introducing a range for the number of hits required to defeat enemies instead of a fixed number. This range could be broader than just one to three hits, adapting based on various factors, such as the player's weapon. For example, an enemy might require between 2 and 5 hits to be defeated, making the game less predictable and keeping players on their toes. Additionally, incorporate a durability mechanic for weapons. Each weapon should have a damage bar, and its longevity would depend on the material and condition. For instance, wooden swords would break faster than metal ones, and older, rustier weapons found in dungeons might degrade quicker unless repaired. Players should have the option to repair and maintain their weapons to ensure they function properly. Moreover, weapons should have a chance to malfunction, like an old gun found on an abandoned pirate ship jamming during use. This adds unpredictability to combat, forcing players to think strategically about when and how to use their weapons. By implementing these features, the game will offer a more dynamic and engaging experience, requiring players to adapt and strategize constantly.