Update: 08-29-2016
**Update: More animations and Great Enemy AI progress!
Happy monday, Unreal Peeps!
First off, thank you for the kind words. We are very excited to be working on this project and cannot wait to get it into people’s hands!**
This past week has been one of our strongest development weeks. We have made tons of progress with our Enemy AI. We also had a small set back with art due to a bug that crashed our animators program and lost all of the previous weeks progress, but he was able to redo everything he had lost and then some!
ART: Aside from having to redo the upward running angles, Bryant finished up the dash frame and started work on the “getting hit” animation. Take a gander!
http://i465.photobucket.com/albums/rr16/pedwar2/taking%20damage%20rough%20animation_zpsguzhbzb7.gif
Programming/Design: So this wee, we had a realization that our enemies were doing something we were not happy with. They were conga lining while chasing Wasabi, and just acting a little boring. We took some time to discuss and really plan out how we wanted our enemies to function.
http://i465.photobucket.com/albums/rr16/pedwar2/takethisbryant_zpsjmzsnno8.gif
There has been tremendous progress with our AI from when it first started out.
http://i465.photobucket.com/albums/rr16/pedwar2/whatabeatdown_zpsej3rj8eu.gif
Our enemies now move and what seems smarter, and more organic ways. We are still very early into their development, but we are very happy with our progress thusfar. Shoutouts to @MieszkoZ and @PasteDog for the great advice!
**That’s all for this weeks development update. Thanks again to that’s helped out and all the kind words. As always, any questions, and comments welcome!
Cheers!**