A.I Test: Top-Down/Development Log

This is a list of updates for A.I Test: Top-Down.

## V1.0a

* Made the icon the A.I's sprite

* You can now reload the map by pressing R

* Added a version number

## V1.0b

* Fixed the issue in which the A.I's sprite would be hidden under the wander points' sprites, which was in 1.0a

* Shortened the cooldown before the A.I moves to another wander point from 5 to 4 seconds

## V1.0.1

* Improved the "Creeper Explode Makes Games" splash logo

* Added more wander points

* Redrew the wander point graphic to look less like "wonder paint" and more like "wander point"

* Made it so the A.I makes a "zip" sound when it moves, if you click a button to allow it. You can click it again to disallow it to. The button is under the time scale text.

* Made the time scale text a bit longer, so when the text shows extremely fast time scales, it is less likely to break up.

## V1.0.6

Added a new map which has non-walkable tiles!

## V1.0.8

* Added a new maze type map!

* Started working on a method to always make the A.I go to a different wander point from the one that it went to previously. It doesn't always work, but it should at least decrease the chance of the A.I staying at the wander point that it went to previously when it should go to another.

## V1.0.8a

Minimized (or at least tried to) the chances of the A.I staying at the wander point where it went to when it's supposed to go to another wander point

## V1.0.9

* Made the wander point sprite less blurry in-game

* Updated the non-walkable sprite that by making the o look less like an a

* Minimized the chances of the A.I staying at a wander point when it's supposed to move to another. It should be very rare for that to happen now!

* Made it so that if you hold the period or comma key, you can increase or decrease the time scale quickly, respectively.

* Other minor stuff, like reducing the radius of the non-walkable tile's effect on the Nav-Mesh path in the second map.

## V1.0.9a

* The settings for whether the A.I can "zip" will now be remembered when the player resets the map they are in or when they switch to another one. No more having to click the button to let the A.I "zip" when you go to another map or when you reload your current one!

* The chances of the A.I staying at one wander point when it's supposed to move to another one may have been minimized even more or even eliminated!

* The A.I will now immediately go silent when the player makes it not be able to "zip".

## V1.0.9b

My older brother forgot to minimize or eliminate the chances of the A.I staying at a wander point when it's supposed to move to another one in the maze map like he did for the first 2 maps in 1.0.9a, so he did it for the maze map in this update!

## V1.1

* Added a new map with moving non-walkable tiles!

* Reworked the A.I's wait system! Instead of waiting to go to another wander point after it starts going to one, it starts waiting for 1 second in all maps after it reaches that wander point.

## V1.1.1

* Added a option for the A.I to set its destination to random walkable tiles!
* Fixed a bug (Thanks to Captain\_Pineapple from Unity Answers) where the moving non-walkable tiles in the 4th map would move in a decreasing range and then when they stopped moving, they would drift off!

## V1.1.1a

You can now change the time scale with the mouse's scroll wheel!