So, I didn't manage to get the demo done before summer ended, but that's okay. Because that means we can just devote more time to making sure everything works and we can stomp more bugs than we could've with the deadline. Right now my aim is to hopefully have it done before August ends.

I managed to get some of MORS's AI done for his fight though. It turns out he can string combos better than I can, but it's still kind of rigid and not where I want it. Right now he can knock you into the air, and you can both kind of descend while punching each other senseless, but I think I need a larger stun time so he can knock you into the air, punch you for a bit, and then slam you down. But then again, I don't want people to be able to stun lock, so I may leave it as it is.



I remember the original goal of the game was to make a good Devil May Cry game, but with some twists and possibly much faster. Luckily, I've been able to achieve that to a degree. You've got your basic DMC combat, but I've added some more fighting game mechanics, and I also added a teleportation feature. So you'll find yourself teleporting all over the room when you're fighting MORS and really makes for a cool high speed experience. Of course, with him swooping around everywhere, you'll also notice it's kind of hard to fight him. Which is also good. When I first flipped his switch on, he managed to kill me in less than 2 seconds.



Of course, I ramped down his difficulty so he'd use less devastating combos, but as you fight him, I've told his AI to ramp up the difficulty as his health drops. He currently has three AI stages; the first being his "observe" state, where he's just going to let you get in free hits and teleport a bit, his combo length is also limited to 2 hits before he resets. The second state is "aggression" mode, where he'll actively try to kill you by sprinting at you and starting combos that can last up to 20 hits before a reset/knockback. His final stage is "limit" mode, where he'll actually not run at you but teleport at you from all directions and start combos.



Due to all these factors, I'm still debating on whether or not I want to add a guard button. I guess we'll see.