This sprint, I worked on some upgrades to the heavy enemy, some touch-ups to the wave system, as well as ensuring that the player will always see the tutorial once before they first play the game. Starting off with the heavy enemy, feedback indicated that it felt too similar to the medium enemy. They were essentially the exact same, except one was bigger and shot more rapidly. In order to further differentiate the two, we decided to give the enemy a burst-shot, as well as a unique ground slam ability that would hinder the player for getting too close. For the burst fire, I decided to use a delay loop that would retrigger until int Burst Index reached 0, decrementing it at the end of each loop. At the end of the loop, an event is called that notifies the AI controller that the burst fire sequence is complete. I think that in the future, it might be better to take another stab at this using a timer handle, and probably some more descriptive function names than “FireProjectile...