They function more like Paper Mario's, as they chase you down once the indicator comes up. There's a tiny delay before they start chasing you to balance out human reaction time. Here's a short gif of how they work without a battle being started by contact (which I have a routine programmed to ensure empty encounters lead to no battle, as it would crash trying to load one with nothing there)
They also have a movement radius that they'll return to once they lose interest with the player, or if you go too far away from the raidus. They're pre-placed in the level, and are always invisible to the player.
I might nerf on how they see you. As right now, they can see you even if you're behind an enemy. Which doesn't see fair to me.
They also have a movement radius that they'll return to once they lose interest with the player, or if you go too far away from the raidus. They're pre-placed in the level, and are always invisible to the player.
I might nerf on how they see you. As right now, they can see you even if you're behind an enemy. Which doesn't see fair to me.