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Welcome back my fellow game developers to honestly,

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one of the best videos that I have ever made

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because this is one of

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the few times that something happens.

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We have a bug in the game,

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but it actually turns out to be much

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better than what was originally intended.

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So it's amazing.

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You'll see what I mean during the video.

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But for now, let's run the game.

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And you'll see that I've created this little goblin.

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So this Goblin just walks around randomly.

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So you can see he walks through some point,

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he stops, he then walks away.

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He stops.

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And if we get close enough,

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you can see that he starts chasing and

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throwing bombs that are throwing bombs on us.

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Look, how cool is that if we

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get away from him, There we go.

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You can see that he just continues to walk

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around until we get back and range.

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And then he starts chasing us

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like a freaking lunatic was that night.

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I seriously, I'm so lucky to have form these bright.

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They are so cool. So let's not waste

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any more time and let's get started.

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Oh, okay, So now we have a cowardly enemy.

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Time to add the wonderful.

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So I'm going to go into my enemies and the prefabs.

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And in here I'm going to add

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the patrolling, nope, the covalent.

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There we go. So we add the goblin.

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Let's remove the card or you know what?

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Let's turn off the currently fly.

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Maybe we'll add them later on.

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And then we are going to check out the goblins.

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So look at the government.

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How cool is he?

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So he runs around, he shoots people.

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I don't know with what I know what he does.

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Actually, he just I think he throws a bomb or something.

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But anyways, he is going to be a wonderful.

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So let's go and he's called the goblin wonder one.

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So let's make him the goblin wonder, apply the changes.

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Okay, so the name is still the same.

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Anyways, let's open up our scripts

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and let's see what we are going to do in here.

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So I'm going to go up and in here I'm going to create

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the enemies that wonder and Chase.

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Or let's just call it the enemies that wonder.

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So in here I'm going to create a serialized field.

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And it's going to be a Boolean.

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And it's going to be, should wonder, wonder,

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wonder, is it a, was it,

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Oh, no, I'm just going to stick with a.

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So wonder, wonder.

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And then I'm going to create

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a serialized field for two floats.

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The first one is going to be the Wonder length.

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So how long does he wonder?

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Wonder. I'm going to say it however I want.

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And then we have the pulse length.

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So for how long does he

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paused before he starts wandering again?

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And then I'm going to create

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obviously two things because it

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seems that it's obvious

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that we are using counters in here.

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So I'm going to create

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a private float and wander counter.

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And then the false counter.

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By the way, something that I believe I did not

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mentioned in the previous video and the game mode.

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I've turned off everything related to music,

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so I've made sure that the music audio is

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off just for testing reasons.

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We don't want to keep having background music

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and four for my neighbors obviously

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to keep them sane in the next couple of months until I

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finished recording and new ways back in here.

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I don't need the cops again anyways private.

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And finally, we need to

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obviously get the wonder direction.

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In here we are going to get the direction to move

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in and it's going to be the Wonder direction.

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We still have inserted, but we will.

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And then we're going to check.

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And then as we are removing from the Wonder counter,

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we are going to check if at any point

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the wonder counter becomes less than or equal to 0.

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We are then going to set

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something called the pause counter.

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And this pause counter isn't

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just going to be any post counter.

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We are going to create a random dot range.

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And this random.randrange will have the pos

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counter times 0.75 F,

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and the counter times 1.25.

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So you might be wondering,

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why are we doing this?

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Well, because we want to have

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a very random way of posing our gain,

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or sorry, not passing our game of pausing the enemy.

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So he will wait a really different

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time every single time before he starts moving.

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This will add more variety to the way he moves.

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And then after we check in here,

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so we check for the wonder counter would remove from it.

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We set the direction.

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Now it's actually time to

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decide which direction we are going to be going in.

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So in here I'm going to check if

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the boss counter is still greater than 0.

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The pos counter is greater than 0.

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Obviously, the first thing we're going to do is we'll be

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removing from the post counter,

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so time dot delta time.

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And then we are going to check if

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the pulse counter at any point

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becomes less than or equal to 0.

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Then in here we are going to do two things.

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The first thing is we are going

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to choose the past counter.

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And instead we are going to be

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setting the wonder counter.

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And it's going to be the OK, sorry,

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it's not the pause counter,

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It's the pause length.

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So pause length.

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Pause length, sorry for that.

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And in here instead of the pos counter,

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we're going to set the wonder length.

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And the wonder length.

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So this was a, something I did

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not know this, excuse me for that.

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But in here we don't just want to set the counter,

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we also want to set the wonder direction.

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And this is going to be your challenge.

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Your challenge is to give the wanderer a random,

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not end a random.

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So after we reset the counter,

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we need a new wonder direction.

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You'll need to set the wonder direction

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as a new vector 3.

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You will need to set the x and

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the y should be random numbers.

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Make sure that you keep the z as it is or even better,

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you should sell it as 0.

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Finally, a hint as to make the range between minus 1.551.

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And that's just saw that the enemy

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doesn't wander very far along.

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So for that information,

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pause the video right now and go do the Chaldean.

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Okay, welcome back.

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How did you get on with that?

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So after we set the wonder counter,

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we are going to set the wonder direction.

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And the wonder direction obviously

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as a factor three, you can see it right here.

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So we're going to create

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a new vector 3 and we're going to open up.

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Now, obviously the zed axis should stay the same.

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So we're going to set a random dot range and it's

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going to be minus1, f minus 1.551.

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Then we are going to set this one for the x,

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this one as for the y.

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And finally, we have zeros at the end.

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So let's look back at what is happening in here.

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First of all, we start off,

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we check, should we wonder if yes,

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then we're going to check as

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the wonder counter greater than 0,

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then we continue on which we keep removing time from it.

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We set the direction because obviously we are wondering,

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we just want to set the direction immediately.

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And then we keep removing,

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doing this loop, doing this loop, doing this loop.

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Obviously at this point the pos counter should be 0.

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But when the wonder counter is less than 0,

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the past counter gets a random value.

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And then we get this condition to true,

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and this one will be at false.

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So we start off right here,

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start removing from the pos counter until at 1,

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we get a pos counter that it's less than 0.

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We set a random wonder counter,

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and at the same time we set a wonder direction.

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We stopped this if statement.

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We go back in here and again we start removing.

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We have a new wonder direction that we've

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determined right here during the past-time.

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And we keep removing until again,

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the wonder counter is less than 0,

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a new post counter.

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We start this one and we continue on doing all of that.

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But there is one thing

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that you need to consider and that is

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we need to initiate

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either the boss counter or the wonder counter.

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So up and start.

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I'm going to create a condition in here.

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And if we should wonder,

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I remember that was the condition.

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Should wonder.

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If we should wander,

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then we need to set a pos counter,

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which is equal to a random dot range between

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the boss length times

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0.75 and then the boss length times 1.25.

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There we go. So it's pretty

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much the same as we have in here.

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Up here. We initialize the boss counter.

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He waits or the enemy waits a bit.

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Then he realizes, oh,

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I need to start moving in here,

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whereas it in here.

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So we initialize some value,

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we start from moving from it.

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When it gets to less than 0,

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we start the whole chain in here and he starts chasing,

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I mean, sorry, wandering.

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And there's something because we wanted to

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add the chasing to the enemy.

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First, let's see if this actually

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works and then we will add the chasing.

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So back in our game.

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Let's see what we have in here.

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So the goblin wondering,

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let's first of all set everything.

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So let's keep these should chase away.

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And so the blue one is for the projectile.

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So I'm going to maybe

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make the shooting range a little bit smaller.

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And then the time between shots,

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Let's keep it as it is.

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Should run away. No, should wander.

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Yes. Wonder length.

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How long does he wandered around? For 1 second.

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How long does it pause?

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You know what, Let's keep two.

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And to save that, run the game.

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And let's see how that looks.

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So I'm going to get there but close to him. There we go.

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You can see that he just went in

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some random direction. And there you go.

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You can see that every two seconds he just walks around.

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There, he stops there.

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Let's see.

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And then you can see it's not

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a very smart enemy obviously.

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He sometimes walks and two walls. He gets stuck there.

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Okay, so he's running after us.

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There you go. He's in range.

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Does the shoot, is maturing.

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Okay. So oh, there we go.

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So he is shooting when he gets arranged.

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How cool is that?

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Now, the next thing that we want to add

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is if we get in the vicinity of this enemy,

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we want him to start not just drooling and us,

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but actually running towards

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us because he has a bomb, it's heavy.

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He needs to get close to throw at us.

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This is something I just came up with.

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So how are we going to do this?

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The problem in here is that we are

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either we have the condition for the chasing,

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all, we have the condition for the wandering.

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So if I go back in here and I just said the, where is it?

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Where is the little guy right here?

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The goblin wonder, so should chase player,

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then we are going to have the player chase range.

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There we go. So it's a little bit,

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maybe it's like that and the keep chasing.

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Okay, sure, Let's just make random like this.

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Strange. Let's see what happens

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when he actually starts chasing us.

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And there we go. Let's see how that would work.

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So I get close to him.

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And as you can see, is each chasing.

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Okay, so he is chasing,

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then going again and wandering.

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So if I stay in here,

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you can see that it's kind of a mechanic,

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but at the same time he stops somewhere.

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And what, I'm actually very surprised,

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by the way, his movement is really crazy and amazing.

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So you can see that he keeps chasing.

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At some point, he just starts wandering again.

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So I love the randomness in this, but just,

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just for the sake of understanding

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how I wanted to make the game

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or how my idea of what I wanted to do is he wonders.

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But when the player is in the range chasing,

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then he starts chasing and stops wondering.

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So let's see how that will look.

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So back in here,

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you can see that when we start chasing,

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we said the is chasing to true.

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So in here, we should check for two things.

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If we should be wondering and where's it?

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And we are not chasing,

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so he is not chasing.

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So back in here,

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we run the game and now you'll

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notice that he will be wondering.

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So we are outside the chase range.

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He wanders around, he wanders around,

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Hopi goes my way.

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So obviously you can see

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that random immunity isn't that good.

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So you can see that we are in range and there we go.

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You can see that he is chasing us.

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He is no longer just wondering,

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he will keep chasing us until we get a bit away.

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And there we go. You can see that

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he just keeps wandering around.

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Now, honestly, I love how he was just going between

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wandering and chasing and his movement was

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very erratic and he was not sure what's happening.

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I loved it.

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If you want, you can keep it that way.

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And f naught if you'd like the way he was just pausing,

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chasing us and then when we get away,

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he just keeps wandering.

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Then be my guest is up to you.

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And as you can see, sometimes you just come up

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with things and little bugs in the game,

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make the interesting parts

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of the game. I hope you enjoy it.

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I hope you are committing your changes.

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I hope you have loved a review.

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It helped me out a lot.

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So if you haven't already, don't hesitate,

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bolded may review, it really,

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really helps me out a lot.

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If not, I'll see you in the next video where we will be

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creating the last enemy which is deep patrol or so.

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See you then.

