Week 4: AI getting better
The AI is going to be a big feature for the game, so I had to scrap the prototype and build it from scratch the way it's going to work in the final game.
Fiddled with procedural animation. Legs, torso and head now move independently.

What shipped
- Cortisol AI
- backdash
- frame awareness
- reaction checks
- knockdown awareness
- procedural animations
Misc
Big week for the combat AI. The logic became much cleaner. Proved by making enemy v2 beat enemy v1 consistently.
The reworked AI makes it easy to add abilities and to immediately teach enemies how to use them while also keeping enemies unique, so different characters may use the same power in different ways in combat. Proved it by how easy it was to add a backdash ability.
And now the path to squad AI is unblocked. I want to think it through first, because I don't want to start with a prototype. I need to come up with a framework I will build upon later.
Some cool curves I got for the range value:

Next week
- squad AI
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