AI Controller

@Aethernum25
Definitely makes a bit of sense! The parent class is only “doing nothing” in the sense of external feeling of the gameplay, just because this first controller is such a key one to have for so many NPC’s, i.e., the ability to move and interact.
The point is really just to take stress off the developer, finding these common backbones in order to streamline later implementation. You’ll code a lot less with the Parent-Child order, because if you can make it comprehensive enough, you should be able to code onto the child the things that truly make the enemy unique. I think you’re on the right track with blackboards for sure!
-Zen