design

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again?

difficulty setting and play time integration

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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long time, no update

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that is not to say there has not been progress. unfortunately development has taken a bit of a back seat to life circumstances, but is starting to get back on track.

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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

mildly winning

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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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so, i didn’t do anything today, but the rest of the week has been most productive! i’m talking big bugs with single lines; it feels like the home stretch, but honestly it looks halfway there.

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mildly winning

second section of first star world prototype

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so, i didn’t do anything today, but the rest of the week has been most productive! i’m talking big bugs with single lines; it feels like the home stretch, but honestly it looks halfway there.

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laid out spawn textures will probably need to refine ha, this is a haiku

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