AI and Animation Update
AI and Enemy Patterns
We are getting ready to show off slices of the levels in the game and when it comes to level flow, we need to make sure that the enemy pathfinding, as well as the AI and enemy spawn placements, reflect the experience we want the players to have. Enemies are an integral part of the environment and level design, and we tune the enemy behavior and levels synchronously while balancing. In order to do that we have to merge our raw level design process with our programming process to accommodate the characters.
Hipster Counter Attack
Forward Roundhouse Kick
While working on the combat animation, we test out the feel at various stages during animation development, this allows us to get the timing right and make adjustments as necessary before we go to the final step which is rendering out the shadows.For the Forward Roundhouse kick, we brought the animation to full completion but ended up reworking it. We felt that there was not enough follow-through in his kick. In the new version, Jay spins completely around, giving the attack a more dynamic feel and allows us to play with the timing a bit.Kick Setups