development

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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swapped scripting backend

what a rough day i remember it being tricky to go back and forth between scripting backend types (mono, IL2CPP) and needing the internet to do so, but I don’t recall having so many problems!

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operation: paper push

no, seriously… i think this might help all of it needs to be done anyhow mayhap a month of dreary upkeep and a return to the masses of the online roleplayers be just what the doctor ordered i should real quick build a three kit kill version for test play during this time, the level progression values as is are definitely off-putting

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