Built on top of the code from the point/grid network, I've been fiddling around with getting a semi-functional game setup to use for rapid prototyping of "Boss AI".
Current boss logic is simple chase + random skill activation; hoping to find a way to train the boss via real-time player movement
Below is a heavily overtuned, buggy example of the current version.
Controls are WASD for movement, left mouse for shoot, shift for sprint. Standing in the expanding boxes (darker grey) gives you a damage buff.