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Enemy Authoring

Guide

Define an enemy's identity, HP range, prefab, and the graph that chooses and resolves its intents

Open the Game Card Editor and choose Enemy; enemy mode keeps authored stats, the behavior graph, a live prefab render, and intent analysis together

Workbench Enemy mode with the enemy list, Inspector, and unit preview

Authoring order

  1. In List, select an enemy database, then create a blank enemy or duplicate a unit with a similar role
  2. In Inspector, complete Basic, Visual, Attributes, and Behavior
  3. In Preview, check Display, Render, Behavior Summary, and Intents
  4. Finish with Used By to verify which encounters can spawn this enemy

List area

List

Use +, , and duplicate after choosing the target database; search filters by name; Tier and Tags narrow the list by difficulty role and project labels; each row shows portrait, name, tier, and inclusive HP range, so the list also works as a quick balance overview

The complete Enemy List frame with database controls, Tier and Tag filters, and enemy rows

Inspector area

Basic

FieldWhat to configure
NameIn-game enemy name; a non-empty value also renames the sub-asset
DescriptionShort role or flavor text for UI presentation
TierNormal, Elite, Boss, or a custom project value used for grouping and filtering
TagsLabels used by filters, selectors, and your own battle logic

Tier is descriptive until your own systems read it; it does not automatically multiply HP or damage

The complete Enemy Basic frame with Name, Description, Tier, and Tags

Visual

Assign Icon for portrait presentation and Template for the prefab spawned in battle; the Render preview uses Template; list rows and Display use Icon

The complete Enemy Visual frame with Icon and Template

Attributes

HP Min and HP Max define an inclusive starting-HP roll; the editor keeps HP Min at 1 or higher and HP Max at or above HP Min; use equal values for deterministic encounters; use a range when small run-to-run variation is intentional

The complete Enemy Attributes frame with HP Min and HP Max

Behavior

Click Edit FlowGraph to author intent selection and enemy actions; the chips below the button summarize graph counts such as pattern nodes, leaf intents, and actions; A complete enemy graph must both choose what the UI announces and resolve what happens during the enemy phase

The complete Enemy Behavior frame with the FlowGraph button and graph counts

Intent patterns can be sequential, weighted, conditional, or one-time; the chosen leaf intent supplies the planned action; action paths then change battle state and play presentation effects; if the UI shows an intent but the turn does nothing, inspect the action path rather than the encounter

Mire Reaper behavior graph with pattern nodes selecting intents and actions

Preview area

Display

Display combines Icon, Name, Tier, and Description into the compact enemy identity used by UI; check that a player can distinguish role and threat without reading the graph

The complete Enemy Display frame with Strawman identity data

Render

Render instantiates the assigned Template; rotate, pan, zoom, and reset the view to check the prefab's silhouette, pivot, scale, and framing; A correct Icon cannot reveal a broken battle prefab; this frame can

The complete Enemy Render frame with the Strawman battle prefab

Behavior Summary

Behavior Summary lists the graph entry path in compact form; it confirms that the enemy has an OnEnemyBehaviorStart route and shows the first structural step, but the full graph remains the source of truth for conditions and actions

The complete Enemy Behavior Summary frame

Intents

Intents reads the authored graph and summarizes reachable leaf-intent groups; the proportional bar and labels show the current Attack, Defend, Multi, or other categories discovered in the graph; use it to catch an enemy whose visible plan set does not match its intended combat role

This is structural analysis, not a simulation of every runtime branch; conditions, weights, and battle state can still change which intent is chosen on a given turn

The complete Enemy Intents frame with the reachable intent distribution

Used By

Used By lists encounters whose Enemy Units section contains this enemy; click a result to open the encounter and inspect slot order or repeated entries; no results means the enemy is authored but currently unreachable through an encounter

The complete Enemy Used By frame showing The Threshing Field encounter

Validation and final check

An empty name is an error; missing presentation assets, an invalid HP range, an empty behavior graph, and graph validation problems are reported in the Workbench

Before moving on, confirm the list row communicates the expected tier and HP, Render shows the correct prefab, Behavior Summary contains the enemy entry, Intents matches the intended move set, and Used By reaches the expected encounters