From my experience I know that a walktrough demo is a very little job compared to charcter design, ai and so on. The reason why we first concentrate on a bunch of theory is: it is easier to buid controls around the AI than to build AI around controls.
I think, to get a representative look of how the Char is going to look in the game we need the waypoint functionality.
But, if you want I can set up a little demo and let the char patrol along a waypoint track. We could also modify my "seek and destroy" demo that uses the Maplet example level, and simply replace the Cubes by characters, maybe reduce the number of enemies.
However, this kind of waypoint tracks will not be used in the engine since they use static paths. I mean, we could do some simple stuff like in the CSP Engine, which does not include real pathfinding, instead simply uses some predefined Paths and attacks from there if required - but I think we will go further with the plasma engine.
I think, to get a representative look of how the Char is going to look in the game we need the waypoint functionality.
But, if you want I can set up a little demo and let the char patrol along a waypoint track. We could also modify my "seek and destroy" demo that uses the Maplet example level, and simply replace the Cubes by characters, maybe reduce the number of enemies.
However, this kind of waypoint tracks will not be used in the engine since they use static paths. I mean, we could do some simple stuff like in the CSP Engine, which does not include real pathfinding, instead simply uses some predefined Paths and attacks from there if required - but I think we will go further with the plasma engine.