Roblox Game AI for Teens: Enemy Behavior With State Machines

Roblox Game AI for Teens: Enemy Behavior With State Machines

Roblox Game AI for Teens: Enemy Behavior With State Machines

An advanced eight-week course for ages 12-15 on game AI programming in Roblox. Teens code enemy behaviors with finite state machines, sensing, pathfinding and difficulty tuning.

Roblox Game AI for Teens: Enemy Behavior With State Machines

Paid once.

Level
Advanced
Ages
12–15
Duration
55 min
Classes
1 / Week
Weeks
8

Class Experience

Professional game developers use finite state machines to control enemies, bosses and creatures. In this advanced eight-week course teens aged 12 to 15 learn to design and code game AI the way studios do.

Learners begin by studying how classic game enemies behave and diagramming their states, such as idle, patrol, chase, attack and return. They then implement a finite state machine in Lua using ModuleScripts, with clear rules for switching between states. Next they add sensing, including distance checks, field of view and hearing triggers, so enemies react believably.

In the middle weeks learners integrate PathfindingService so enemies navigate complex maps, and they add cooldowns, memory of the player's last known position and group behaviors where enemies coordinate. Learners focus on non-graphic gameplay, such as tagging, freezing or capturing, keeping the course appropriate for younger teens.

In the final weeks learners tune difficulty by adjusting speed, reaction time and detection range, and they test whether enemies feel fair and fun. They build a short stealth or survival level and present their state machine diagrams and code.

The teacher explains concepts with diagrams and code reviews. By the end of the course, learners will have a working enemy AI system they can reuse and extend in future Roblox projects. Learners should be comfortable with Lua functions, tables and events.

How classes work

Each class introduces a game AI technique with diagrams and live coding. Learners implement it, test it in their level and review code together.

What we'll cover

  • Week 1: Enemy States – Diagram idle, patrol, chase and return states.

  • Week 2: Finite State Machine – Implement an FSM in a ModuleScript.

  • Week 3: Sensing – Add distance, field of view and hearing.

  • Week 4: Pathfinding – Navigate complex maps.

  • Week 5: Memory and Cooldowns – Track last known positions and pace actions.

  • Week 6: Group Behaviors – Coordinate several enemies.

  • Week 7: Difficulty Tuning – Adjust speed, reaction and detection.

  • Week 8: Stealth Level and Review – Build a level and present diagrams and code.

Learning Outcomes

  • Design enemy behaviors as finite state machines

  • Implement state machines with ModuleScripts

  • Add sensing with distance view and sound triggers

  • Use pathfinding and memory for believable chasing

  • Tune AI difficulty for fair gameplay

Prerequisites

Comfortable with Lua functions, tables and events. Experience with ModuleScripts is helpful.

Available Times (0 available)

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Meet your Instructor

Joined August, 2026

4.7

96

Reviews

6+

Years

350+

Students

An experienced educator focused on making math and coding accessible and fun for upper-elementary learners. Lessons combine number sense, multi-digit operations, pre-algebra concepts, and hands-on game design using tools like Scratch, Roblox, and Minecraft-inspired challenges. Cl…

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