Development Week 12
This week I worked on making the quarantine barrier feel more like a real part of the arena instead of just a visual boundary. If the player touches it, they get punished with heat and knockback. Enemies can also be knocked around by it, and some of them can be forced into a burning state, which should make the quarantine phase feel more dangerous and messy.
I also added proper enemy tracking inside the quarantine zone. The game can now register which enemies are trapped inside, listen for when they die, and know when the quarantine has been cleared. That gives the encounter a clearer structure: get locked in, survive the fight, clear the zone, then move on.
On the AI side, enemies are starting to move away from simple “always chase the player” logic and toward perception-based behavior. They can now detect targets through sight, use behavior trees, and react to stun/knockback more reliably. This change should make fights feel less fake and give me a stronger base for more interesting enemy behaviour later.