Enemies › Emerald Canopy Enemies

Bud

Enemyenemyarea-2emerald-canopyproject check
Checked against the project files: Implemented and placed in the Hub demo level. Emerald Canopy itself is not yet built.

Core Role: A ranged plant that punishes standing still. It never touches the player; every threat it makes is a marked patch of ground that fills over a readable second, so the counter-play is always movement.

๐ŸŽฎ Combat Design

Behaviour loop:

Idle or Patrol โ†’ Attack Decision โ†’ Spin Volley  (target close, off cooldown)
                                 โ†’ Aimed Lob    (target at range, off cooldown)
                                 โ†’ close in / back off otherwise

Bud kites: it backs away when crowded. It is the "keep your distance" enemy.

The two attacks

AttackShapeCounter-play
Aimed LobOne seed onto the player's current footprint, arcing high and slow, with a small scatter so repeated lobs don't stack in one spot.Walk out of it. The seed does not track; the telegraph is the whole answer.
Spin VolleyA ring of seeds slung out of the spinning head cannon, landing evenly spaced around a centre biased from Bud toward the player.The gaps between landings are the safe spots. Read the ring, stand in a gap.

The landing ring

Every seed paints a ring on the ground where it will land, and the ring fills over exactly the seed's flight time. The player is never guessing: the ground tells them where the danger is and how long they have.

Flight time is the number that decides the whole enemy. Below roughly three-quarters of a second the telegraph stops being readable, and Bud stops being fair.

Vulnerability

No armour windows. Bud is a soft target: any hit interrupts whatever it was doing. The punish window is simply get to it between volleys, which is the mirror image of its own design: it punishes standing still, and it is punished by closing distance.

โ“ Open Design Questions

Wildlife or crab fleet? Bud reads more naturally as something that simply lives on the shore than as a soldier taking orders. If so it is the game's first hostile wildlife, and worth establishing deliberately.

Rooted or mobile? A rooted Bud that cannot be escaped by walking away is a cleaner idea than a mobile one, and turns its kiting into a positioning puzzle rather than a chase.

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