+ New placeholder mecha based on an actual design (needs to be refined and textured)
+ animations for the new mecha skeleton: flight cycle, dashing, shooting, heavy knockback
+ missiles suffered yet another terrible change and function on another system, much easier to tweak
+ learned some practices concerning UE4's animation handling system, animtrails and animation events, which are going to cut down a lot of spaghetti
+ huge cleanup in the base class for characters, have a good idea how it's going to work now
+ started working on the new melee system, have a plan for how it's gonna work
+ wrote some story drafts that don't completely suck, as well as a main motive behind bosses and levels
+ scribbled a design, turns out it fits with an enemy I want to do
+ there's a skeleton option now
- spent way too much time on this missile bullshit
- might add a couple bones to the new mecha, which means I'll have to re-do the anim bp again
- had completely forgotten about Demo Day
- little actual new and interesting content for Demo Day, none of the changes I wanted for dynamics/speed of the game
- still want to release a meaningful demo