>>272340862
>An additional vertical dimension must be AI and combat designers' nightmare.
That specifically isn't that big of a problem, developers have dealt with vertical considerations for a long time. The bigger problem is the rate of change of the player's position and rate of change of other variables. Thus the position, movement, and animations of the enemy has to be sufficiently fast enough and dynamic enough to adapt to the situation in a sensible manner, and that's tough. It becomes even tougher when you have procedurally generated terrain, though I don't know if that's actually implemented in Stormland. You can also see this in other games, especially ones with physics combat, like Blade and Sorcery. Enemies simply can't react and animate as fast as you, in a sensible manner, and they're left feeling like dumb puppets following scripts. Making AI behave like a human would is just insanely hard.