All of the core gameplay had to be
scripted. The stone weights that lay at the heart of
the game were scripted early on, leaving me time to add
extra features and create an effective boss battle.
While coding this battle, I realized that it was more
important to give the illusion of complex AI than
actually use complex code. As such, the enemy's stomp
was actually his idle animation, while spikes and blocks
fell from the ceiling on a timer that matched how long
it took for him to complete his AI path cycle.