A boss should vary its attacks without ever becoming a fixed pattern
Pure random makes the boss repeat one move four times and feels broken. A fixed rotation is solved in two fights. The middle road needs a weight that fades with repetition, plus a rule for what happens when the pick runs out of choices.
Why this works
Players read a boss through what it did last. If the next move can never repeat, they learn the rule at once; if it repeats freely, the boss looks broken. Making a repeat steadily less likely, but never impossible, keeps it varied and still hard to predict.
When not to use it
Skip it when the fight is a pattern to learn, as in games where mastering a fixed sequence is the whole challenge. Randomness there robs people of the satisfaction of memorising. Script the order and make it readable instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 41 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A boss should vary its attacks without ever becoming a fixed pattern" (read_entry boss-attack-pick-with-fading-repeat-weight) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP