So in this video, you'll see a simplified process of getting a companion. Being nice to a character will make them like you more. When they really start you like you, you may make them a companion. You can shout quick commands at them with NumPad keys.
Before I did this, I improved the artificial intelligence. Now each 'goal' has a desire variable, so a non-player character won't get his or her priorities mixed up. If a character is about to die, fleeing or using a potion takes priority over attacking a monster.
The higher the jump meter value is, the higher the character will jump. The jump height is also affected by the character's Agility level. Unlike other games, once you jump you can't change your speed or direction. Eventually I'll add in the ability to stop mid-flight. This will most likely be in the form of a downward attack.
I've added a few more features over the past two weeks. First, some items are essential. These are almost always quest-related items. Second are entity-protected. These are items that have been added to a character or monster's inventory. This is to prevent players from using a mind control spell on the character and taking all of their items. Then there are some other minor details I finished up, like item use cooldowns and durability meters.
That's all I have for this week (or two weeks). I feel like I may have missed something, but if I remember it I will add it into the next update.
Thank you for reading,