So I've been heads down for quite some time now, and there's been a massive amount of work put into Super Score.
RL looked promising for Super Score, but when I scaled it from the small tests to the full game, things started to break down. So I parked the idea of having RL-trained bots. Instead, I went for a more traditional Navmesh/Path finding method paired with a state machine. For now, this works much more predictably. But also meant I had to rewrite a big chunk of bot logic. (I might revisit RL training in the future)
A lot of other things have also been implemented, such as a separate FOV for the FPS view, new animations, and a bunch of bug fixes. But big focus has been on bot AI development.
And here's also a teaser for new weapon that just got implemented to Super Score. A powerful pistol. Has a slow rate of fire, but packs a heavy punch! Basically a hand cannon for mid-range combat. The pistol has high accuracy and a low spread. So if you have good aim, this gun can do a lot of damage.
