Ah G-Sage, good question and a felt you needed a good update because he’s my favourite also.
Sorry, but we parked the creature creation as a whole about a week after that pic to focus on the porting (for the coders) and playable character features (for animation) as the biggest priority. We’re only just starting to get back a little into creatures this last week since the test release of the C++ version - Claudio’s almost finished the full range of creature family concepts.
I’m getting super excited about them all again (perhaps a character flaw of mine ). The challenge about this basher in particular is not that it creates block damage (we have that prototyped and it looks AWESOME) - it’s actually because it’s scaled up to 3 times the size. We’re going to maybe have to create either an environment suitable for spawning Bashers or develop some clever ai to deal with slops, clipping and edges. If we need to make him smaller then we’ll look at that also…but that would be a shame because he’s much better bigger.
Yea I can imagine that it’s quite difficult to make an AI for such a big creature which can deal with the terrain we have in Boundless.
Still would be a shame if you’d have to shrink him.