DAY 21
Today I put together a very basic version of the last part of the enemy AI's behavior, which involves approaching the player as a new target upon destroying the target barricade. They don't kill the player yet but I'll probably be working on that next. I thought about making enemy behavior more flexible by, say, allowing for multiple rows of barricades that can be broken down, making enemies continually evaluate whether or not there are new barricades to break down between them and the player, but I don't want to get too far ahead of myself since I just want to get a basic fully playable prototype up and running first.