{"author_name":"Malactus","cat":"LD #27","comments":[],"epoch":1377338640,"likes":0,"metadata":{"p_key":"40397","p_author":"Malactus","p_authorkey":"7440","p_urlkey":"76018","p_title":"4 Hour mark (Dev time). First Enemy. DogBox.","p_cat":"LD #27","p_event":"LD27","p_time":"1377338640","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"7440","us_name":"Malactus","us_username":"malactus","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>Going to take a small break.<\/p>\n <p>Managed to fine tune the Enemy AI to a point that it will be interesting to play around with. Basically the levels will \u00a0have their own Navigation Paths (just simple way point based path system, instead of A*, I dont have Unity Pro :&lt;) They will navigate around these, until they see the player. The enemies will also have a cone of vision and a turn rate, but they are quick and can catch up to the player quite quickly.<\/p>\n <p>I&#8217;m gonna see if i can also apply somewhat of a sound\/smell mechanic that the dogs will react regardless if you get too close to them or go really fast making alot of sounds. Lets see.. thought.,<\/p>\n <p>&nbsp;<\/p>\n <div id=\"attachment_276293\" style=\"width: 310px\" class=\"wp-caption alignright\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/Chase.jpg\"><img class=\"size-medium wp-image-276293\" alt=\"DogBox chase FoxBox\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/Chase-300x155.jpg\" width=\"300\" height=\"155\" \/><\/a><p class=\"wp-caption-text\">DogBox chase FoxBox<\/p><\/div>","time":"August 24th, 2013 5:04 am","title":"4 Hour mark (Dev time). First Enemy. DogBox."}