April 27th: Bounds

Big time skip here because of the weekly devblog and because I’m cycling my sleep schedule. Not a whole lot done, but getting closer to getting the basic behavior for this enemy type down. I realized that if it’s going to be able to pursue the player and then run back to its normal patrol route I’d probably need to make it remember where it jumped and fell so it could reverse those motions. This is seeming feasible, but the next stage of behavior will be much trickier than the basic form. The good news, though, is that that one’s the hardest, and from then on the rest of the behavior variations should be pretty easy.

I also took a VERY rough jab at starting on the prototype animation today. I need to figure out what a good idle pose would be for these characters, something that conveys some kind of personality.

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