DAY 4 EARLY UPDATE
So day 4 is far from done for me but I made another little "discovery" while messing around with the enemy AI code I made yesterday. I applied it to a new kinematic object and changed around some of the code (mainly deleting some variables I didn't need). You see after opening my script to work on the edge behaviour I mentioned at the end of yesterday's log and messing around with it I just couldn't seem to get it to work properly. All I got was spasms or weird glitches. So as I kept thinking more and more intensely on a fix my mind suddenly went in a totally different direction since I had an increasing feeling I was wasting time and can always come back on this mechanic later (not having reactions to ledges can lead to interesting gameplay too after all). I decided to go back to what I learned yesterday but program some kind of flying enemy or obstacle. In my head I picture it as a bat at the moment so that's what it's called for now.
This could be some kind of neutral enemy or obstacle that spawns as a one time event when the player meets a certain condition, to explain with the bat example: a cave theme level where once the player crosses a certain point a group of bats comes flying from the right of the screen to the left. But it can become anything really.
With that successful little sidetrack I'll now go code again. Next goal: make the enemies valid for basic interaction with the player. For example: player attacks the enemy and hits it = enemy dies. Or enemy hits player = player takes a hit. And as I mentioned before: the ledge interaction for enemies has been put on hold for now.