Updated the enemy AI a little bit. If the AI is incapable of navigating to the player, it will cause them to disengage and attempt to navigate back to their start position. You can see this in action when I trap the enemy into a pit, and then open the door that lets it escape.
Pupdate: Bark implemented!
Pupdate: Got the first attack in!
2 more attacks, and a dodge!
And that will be it for today! Enjoy a video of me running away from 3 doggies in the mean time.
Will be spending todays #BloodbornePSX dev thread on the creation of the dog enemy! Here is a first pass at the model, which will definitely be refined in further pupdates.