New placeholder sprite that will be paired with an upcoming enemy type that’s currently in development.
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New placeholder sprite that will be paired with an upcoming enemy type that’s currently in development.

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Active defense and counterattacks are working now! Any unit can perform a counterattack if they have a Skill assigned for it but we’ll mostly be using it for melee units.
Added some placeholder particle effects to better communicate which Skills were being executed.
Both player and enemy counterattacks are working now. Once we make some final changes to our rules for unit death, we can move on to work on the next enemy type!
Added a simple idle animation for one of our placeholder enemy assets.

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If you can’t beat them in one turn... they’ll be back with friends.
Luckily, the traps work on the bad guys as well.
Traps. Traps everywhere....
Testing out a first shot at zooming the map in and out.
Our Gel enemies can now deal damage to the player if they get close enough!

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That's almost... kinda... sorta what they should be doing.
Line-of-sight detection for enemy units is finally up and running!
Check out our first vision range test! Clear tiles are visible to the little blue guy while solid ones are blocked.
Enemy pathfinding now respects the presence of player units and won't create paths that cross them.
The ever-splitting Gel will feature our first attempt at creating a complete AI Behavior Tree:
A group of Gels will idle in the room where they’re spawned until discovered.
Gels can detect enemies using line-of-sight.
When a Gel detects an enemy player character, all of the units in that Gel’s AI group also become aware of it.
Gels will attempt to move within melee range of their current target to attack.
A group of Gels will pursue a single target until it is dead, then randomly select a new target from any in range.
A Gel whose HP falls below half will run from any nearby enemies on its next turn.
On the turn immediately following its retreat, a surviving Gel will split into two Gels with full HP, but each with half the maximum HP of the original.

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We finally have our basic pathfinding routines working!
The light blue lines represent the calculated path from each of the enemies on the map to the player character in the center of the map. We still need to add updates to the path with respect to each unit's movement capabilities (e.g. not crossing enemy units), but the tricky part is taken care of now.
Look at us go!