november 24

a bit of a disappointing day as i spent way too much time fixated on one stupid thing but progress was made. i linked all cutscenes and sequences that lead up to the last underboss encounter, fixed a bunch of weird behaviors caused by misplaced nav meshes, polished one of the rooms, and new programmer improved the AI for the underboss, plus added a couple more timeline tracks and playables to make it easier for me to open doors and add items during cutscenes. There are some other bugs we fixed too, but there’s a weird one still there where the player character would go between different idle state animations before reaching the right one, might need to move around that blend tree.

with this done i think we can safely do the boss tomorrow, then polish everything else and add more enemies. Current goal is to have as much as we can by december 15… which is where our vacations start, and we won’t comeback till january 6.