Outwitted by Programming AI

I have a feeling the next few weeks are going to be much of the same. 

Coding AI is quite difficult for this game. If this were some sort of platformer with enemies with few attacks and no objective directly counter to what I'm doing, I don't think it would be too bad. Unfortunately, this is a situation where the AI needs to be as human as possible and needs to start out being easy and end up being very difficult.

I have been able to include the scaling that I wanted withing the code. Surprisingly, there were some strange things that felt like they needed to be scaled that I didn't expect. Reaction time to being approached from behind is one. Due to the hitbox size and location changes when pushing and pulling the couch, reaction times have to be much faster. I do plan on fixing the hitboxes, but in case I don't end up feeling that it's important enough, I'll make the AI work with what's there.

AI brings up some very strange conditions while working on it. I've stumbled into one a few times where that AI has some sort of rapid control inputs while it's standing still that causes the other player to get stuck in the ground after elbow dropping and the screen shake never stops. It's weird.

I'm still working on the reactive AI. I did a bit of work on it last Monday and didn't really get too much done for the amount of time spent. I feel like the AI needs to be more competitive towards the losing side. It's still just a bit too easy.

I'm off to start coding and do a bunch of other necessity stuff.

Until next time.

_Doombrowski