Howdy, all! So we released a test build last week. This week we worked on some maps for the story, as well as a bunch of enemy behavior stuff.
So this might be a bit dull but if you're interested in data structure or some more in depth unity junk, bear with me. So the main thing that's happening right now with the new enemy behavior system is that the enemy behaviors themselves will no longer contain a series of scriptable objects that would be manipulated in the inspector of the enemy behavior as a sub editor. It turns out that while scriptable objects support sub editors (which is very cool and sleek looking) they do not work well as a part of a prefab, which our enemies will need to be. So now the enemy behavior will have a list of monobehaviors which will serve the same function that the scriptable objects were serving before.
We will put out the next version of the test build within the next week or so. Until then, havve a good week, everyone!