March 1st Weekly Update (Patreon)
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This was a busy, but productive week!
First I'd like to say thank you and welcome to all the new patrons, I really appreciate your interest and support!
I did put out a new build this week, its available to all the $5+ patrons. I'll be making it available to everyone else near the end of the month.
Its available here: https://www.patreon.com/posts/new-build-34348174
I besides getting things ready to put out a new test build, I also made some adjustments to the AI.
Unreal Engine has a behaviour tree tool that is super useful. If you've played the demo, and you might notice it a bit here, enemies will sometimes get bored, and go about their patrol in the middle of combat, or hunting you, or even when charmed.
This springs up from an unusual behaviour where if an AI it told to move to a position, and its already at that position, the AI would occasionally post that if failed to complete the action. This would then make the AI move to the highest available action it can complete, which is usually patrol.
So this had the effect that if the enemy was told to get close to the player, but were already there, they would sometimes wander off. This also had them wandering off their patrols as well.
I've corrected the behaviour, and then caught a couple other bugs later, so after this build, that shouldn't happen anymore.
As you can see, I've also taken some time over the weekend (this is my experiment time!) to work on pinning enemies to walls, particularly on spikes. What's the point of throwing enemies around if you can't throw them into terrible environmental dangers?
It took a little work to get it right, but I'm really happy with the look, I just need a little gore on the enemies to sell it and we'll be there!
Putting the build out has given me quite a mental boost, so I'm excited for this next month!