unity

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immense suffering

many changes, most recent: item ability functional

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have been doing terrible, but slowly getting back in the swing of things fixed a few bugs this week that weren’t game breaking and as such have been lingering around for a year or more.

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it actually seems to work… at first test… i just can’t use old save data. idk how imma add shit and not break the save data signature… i didn’t even change it, but old files load funny.

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mildly winning

la, la, bumba

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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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i changed like a million things to fix a hundred… if that isn’t a saying, quote me. idk what to even test anymore december I am supposed to add all these people… the weapon change system seems good… recent adjustments to equipment strength seems appropriate… i need to figure out the relic/accessories, the ability system… what am I missing?

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lengthy lapse

boss ship 3 model complete

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haven’t been able to force myself to work on the game for quite some time, have been on a sort of hiatus added changes to correct the energy ability items/shield ability bug, as well as fixed the energy meter spending and shield ability consumption added reset trigger parameter to player animator controller to facilitate the above basically, the animator Rebind function was resetting the animator parameters too, which i use for the shield ability.

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got the model imported, all the materials setup and the textures compressed. still need to program the fight and do attack animations

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ouchie

holy wasted week Batman!

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difficult day thought i had the new item ability system working before the weekend five hours of work later today, i think it is working. at first i thought the static variables i was using were the problem, but i ended up keeping them.

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finished laying out the base colors for boss ship 3 in zbrush, still need to paint the decals and decimate also think the weapon effect system is working, managed to figure out a way to set the default effect when unequipping a weapon altogether, which of course wasn’t as difficult of a problem as it seemed to be, once i had written the code supposed to test the stage progression system a bit this weekend, maybe i should add in a third type first… it is good to be feeling motivated again!

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