#GodotEngine - How to use State Machines to Design a Boss Battle @LudonautZero
#GodotEngine - How to use State Machines to Design a Boss Battle  @LudonautZero
Uploaded October 2020 | Updated September 2026, 2 hours ago
The core of a boss battle is the boss Behavior Pattern, which is essentially a primitive AI layer. We often use State Machines for that, and with Godot's AnimationTree node, it couldn't be easier.

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00:00 - Intro
01:01 - Boss showcase
01:48 - AnimationTree setup
03:33 - Designing the State Machine
08:30 - Creating a better interface for AnimationTree
10:35 - How to set the conditions for Transitions
21:36 - Fast forward to the final behaviors
22:12 - How to debug a Boss without Players
23:06 - Fast forward to the final design
23:25 - Reviewing the code
25:10 - Testing the Boss
26:20 - Outro

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#GodotEngine - How to use State Machines to Design a Boss Battle

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