c-sharp

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again?

difficulty setting and play time integration

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i can’t believe it’s been over a year since my last post. once again, i have been working on the project here and there when time permits, but full scale development had taken a back seat to life events.

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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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difficulty setting and play time integration

depressive boon?

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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.

More =======

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.

More >>>>>>> 40b3e663387fed20008583eee2c3988dcebd7c80
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depressive boon?

wasted week

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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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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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wasted week

difficulty level reckoning

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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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after a bit of first hand experience during my time away from the project with difficulty level, I have decided that a traditional system is indeed needed for my own game.

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