unity

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difficulty setting and play time integration

the headless woman &amp; the skip button

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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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it had been awhile since I modeled a human from scratch, so I started one to use as the final boss; shake things up a bit from the machines. progress is going smoothly, mainly because my references seem to be well crafted added a skip button for the dialogue, in case people like to die quickly and numerously.

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depressive boon?

slowly regaining momentum

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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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it is beginning to happen though added a data privacy button for opting out and lighting effects for the desert world

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wasted week

feeling lousy

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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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two or three days of depression, so I’m working on a holiday. at least it is my least favorite one, maybe second to new year’s, i suppose didn’t really do much.

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difficulty level reckoning

swapped scripting backend

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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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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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