2026-04-06

Development Week 13

This week I worked on making enemies feel a bit less robotic. They can now switch between different movement speeds more smoothly, instead of snapping instantly from one pace to another. Melee enemies also have a proper attack action now, with range checks and a hook for animation/VFX, so their attacks can start feeling more intentional rather than just being constant contact damage.

The bigger change is that enemies can now react to fire. They can notice nearby fire hazards, decide whether they are brave enough to ignore them, or try to flee to a safer spot. That should help fire feel more like part of the world instead of just a damage zone sitting on the floor.

I also did more work on character facing and Spine animation playback, so enemies can turn and play the correct movement animations more consistently. It is still early AI work, but this is an important step toward combat where enemies don’t just chase blindly — they can hesitate, avoid danger, and make the arena feel more chaotic.


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