Development Log

I hear people call them blogs nowadays.

difficulty setting and play time integration

reintroduced the coding for difficulty setting and programmed a play time clock, so that I can finally see how long the gameplay itself is added the ticker to the menu and save file displays, although doing so required rebuilding a bit of the player’s prefab and animator graph.

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impatient persistence

ended up restoring the project so it will be ready to go on monday

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depressive boon?

was feeling the typical Sunday Sadness, so I fired up the PC to try and catch up on some of the work from last week I was planning on redoing this week.

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wasted week

something I did broke the save system, not really sure what exactly, so I’ve backed everything up as it was broken and am restoring last week’s backup, which seems to work.

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