I based this design on the enemies of F.E.A.R. 2.
Have complex AI. They can avoid the players’ shots, make strategy and ambushing the players. The idea is the enemies play with players as the players play with them.
Abelleira is the first island of the game but is the second of the archipelago. If we are looking from the continent the order of the islands is Sagrado, Abelleira, and Paraíso. Abelleira is the second also in dimensions. It is also known as Morrigan’s Island and its population is, in the most part, military. Only a few Rites lived in Abelleira, but SPTS end with them by kidnaping their members.
Sagrado is the second island in the game, but is the first in the archipelago and also in dimensions. Sagrado has a lot of locations and its population are Rites and a few Radical Anarchies.
Paraíso is the third island of the game and also it is in the archipelago. It is the smallest and a great part of its area is covered with the remains of the Clean Future’s Dome.
I based the God AI in The Director of Lef4Dead.
The Bosses and Shelter Leaders have the “divine voice” in their heads so they can react to the players pacing. The idea is that each boss and leader create a new experience each time that the players play. They can place enemies based on each players’ status, skill, and location. In addition, they can change their gameplay strategy in relation to players play. Even if they kill the players, they will change the strategy remembering the player’s steps and attacking in consequence.
This means that the animals can have the parasite-fungus inside of its body or can be mutated by the pollution or be clean.
That is if the players will be able to tame them or if they are wild or meek. This refers at all mutated and clean animals.