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.

Due to certain setbacks, the demo is going to have to wait a while.

The tower model is completely done, and we've loaded it into the game successfully. We also have the ran working and Daniel's working on the water shaders. Problem however is that the tower textures look wonky. So I'm having our textures guy work on them to make it look more professional and overall metal.

We're also painfully low on combat animations, so until those are done, I can't even start on the combat AI. I can only do basic stuff like teaching them how to move around and the like. Which is what I'm currently working on.

The engine is also having some minor problems with texture loading, seeing as they're so high quality. We'll sort that out as well.

We've made a ton of progress either way. I've fixed various problems in the combat engine, and I've also made movement even more smooth than it was before. I've also added some tactical movement options such as the side step, and I've also made Auto-Dashing more controllable. You can now tilt and sway in the air as you're flying. I also finished the graphics and basic settings menus.

We won't release the game until it meets my high standards. I'm not one to release utter crap. That's not how we work. When it's working 100% and I think it's ready, we'll release it. But it'll at least be worth the wait.