A group of hopping enemies that do not all jump in lockstep
A pack of hoppers that all leave the ground on the same frame looks fake and is also easy to dodge in one go. Random timers per enemy break repeatability, and timers started at spawn drift together after a pause. Here is a schedule that spreads them out and stays exact.
Why this works
A crowd looks alive when its members are out of step, and it stays honest when the timing comes from a shared clock. Each enemy keeps a fixed offset, so nothing is stored, and a pause, a save or a replay shows the same hops.
When not to use it
Wrong when the hopping is a pattern the player must learn and read as a whole, such as a marching line in an arcade shooter. There, perfect lockstep is the design. Use random drift only for loose crowds.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 group of hopping enemies that do not all jump in lockstep" (read_entry hopping-enemies-out-of-step) 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