Time to dive into what’s been accomplished this past month! Here’s the latest:
New Locomotion Animation System – Fresh animations for smooth starts, stops, pivots, and turn-in-place. Companions are fully synced, running on the same system! 🐾
Simple State Machine Component – Built a state machine using GameplayTags stored in a datatable, with states like Follow, Patrol, Wait, and Dance, plus special states unique to Glim. 🕺💃
Async Navigation System – Refined for optimized, async processing! Path searching now runs in the background, making everything faster and smoother. 🚀
Basic Navigation Logic – Added smart logic to handle AI collisions. Now, if an AI collides with something, they “slip” past objects, and we’ve got a “bonk” system to track how many times they run into things before recovering. ⚡
Dynamic Character Collisions – When AI characters collide, they’ll automatically move to the side based on the point of impact. This triggers walk animations, giving the characters a reactive, natural feel when they’re pushed or bumped. 👥✨