I sat down thinking it would take another week to get AI going in #UnrealEngine, and I was half right?

First I spent another 4 days fixing increasingly tiny flaws in the networking because I hate leaving things unfinished, so then that was perfect, and

then I got AI working in 4 hours because excuse me what I just assign an AI controller and I'm done? What.

Neat thing was it exposed an expected flaw: killing cute bird enemies feels bad.

So rather than moving on with making AI who can attack, first I pivot to: making AI birds that are fun to kill

#GameDev is weird.

The secret is mostly, I think, in poofing the ragdoll before it comes to rest and your brain goes "that bird is very dead and lying there like a broken toy". We hit a similar thing in SkateBIRD and backed off and reworked the bails, but we lost something in the process. Here, I'm gonna see it through to a better conclusion.

@glassbottommeg
Trying to picture Doom but with helpful creatures all replaced by adorable birds
@glassbottommeg Having it poof into a big cloud of feathers sounds like it'd look pretty satisfying
@glassbottommeg I wonder if watching a ton of Tom and Jerry / Road Runner might help
@glassbottommeg Alternatively, instead of killing them you can just "tag" them, and they stop doing what they do, perched on the ground, slightly mad at you. Similar to the laser tag version in Arma II, where soldiers tagged would just sit on the ground :D

@glassbottommeg

I'm thinking about a bounce that is satisfying but not uncanny. what if after a bounce, poof out when y velocity reaches zero? that might be a lot of checks.

#unsolicitedAdvice