development

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memories

difficulty setting and play time integration

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had a profound remembrance today, doing what i had previously thought a mundane task and tried to think positively about during the last log. i suppose i regarded it as a trivial, time consuming thing with no potential of any intellectual benefit however, rendering out these item icons and many times re-rendering them, i remembered a very important factoid from college.

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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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again?

impatient persistence

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

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long time, no update

swapped scripting backend

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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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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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difficulty setting and play time integration

operation: paper push

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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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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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