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Phase 3: Combat & Enemies

Depends on: Phase 2 (player entity, skills, spatial hash).

#SystemNotes
13Health & RegenHP system, passive regen out of combat. No mana.
14Enemy SpawningClustered encounters on road, off-road camps. 10 enemy types, respawn on timers.
15Combat Tick250ms tick. Independent attack timers, accuracy check, damage roll. Multi-combat up to 32.
16Aggro & Leashing2 hex aggro radius, leash to spawn, kiting, attack range checks.
17Death & Level ResetPlayer death randomizes level seed. Boss death completes level. XP and inventory preserved.
18Gold DropsEnemies drop gold on death. Boss drops more.
19ConsumablesHP potions, auto-use at configurable HP threshold.

System Details

Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.