The AI director should be responsible for handling enemies at a macro scale, its function is to ensure a better combat experience.
To achieve this, three main systems have been proposed, which can be summarized as follows: How many enemies are there, who they are targeting, and how often they attack.
Regulation of the number of enemies that can spawn in the level.
This regulator should be divided by enemy type and adjustable by zones.
Regulation of the number of enemies or a quota system.
Similar to the previous one, it should be divided by enemy type and adjustable by zones. The purpose of this regulator is to allow us to assign from the editor how many enemies of each type will target the player in each combat area of the game.
Regulation of enemy attacks or a token system.
Like the other two systems, it should be divided by enemy type and adjustable by zones. This system has several objectives: firstly, to maintain the feeling of hordes while being able to adjust the difficulty; secondly, to make enemy attacks feel more natural and less robotic. It is still to be defined what the enemy will do when it tries to attack and does not have available tokens (meeting with alvaroProgra).
This video explains it much better than we could ever do