unity

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the feeling of fruitlessness

homerun

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feeling ultra unmotivated this feels like such a wasted week… or weeks, maybe? i really did do some constructive things, but life is really hard dealing with death. i miss him already.

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got planet 2 rudimentary implementation going. i had a few problems wrapping my head around this particular bit of my old code, due to not having looked at it in almost a year.

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hello machines

dressed like a cat

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i guess the machine learning seminar i took got me thinking started playing with the ML-Agents package in Unity. idk if I am hoping I can somehow program robots to finish the game for me, or if I am just bored and needed some new influx of input it is definitely intriguing and I’m surprised how quickly the agents could outperform me.

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two steps forward and three steps back. seems like every time i fix something, i break it later. why must this be? more problems unequipping things… at least i finally replicated the issue; it will only occur on the first stage.

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create + learn

level complete 2.0

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been working on the boss ship 2 model, hi-res almost done changed out my learning.regiment from Unity’s artificial intelligence course to an intro to the ML-Agents package, the hummingbirds. it seems to incorporate new solutions to traditional AI problems, which should keep my brain seeking and growing, while potentially finding some new behavior for an enemy or possibly balancing out some mechanics for the game time will tell, but i feel the influx of new ideas, practices and technologies to be crucial to developing

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the level complete screen now displays loot obtained during the level, it seems to work. the list of lootObtained is in the Playercontroller class and it gets reset in both the Save/ResetStageGrowth methods.

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long time, no production

hey self

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i feel like i’ve lost weeks! in actuality, it’s probably been about a week… in total, over the course of several weeks, but i still feel behind i’ve done numerous things and added functionality that has been on my list for a long time, but i feel like i’m really just avoiding the most pressing concern of modeling more stuff, namely the second boss i did add models for different ore items for selling and did some further delving into the shader graph, to get a more appealing metallic material with just a bit of fresnel from the graph.

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note to self: all hell breaks loose on title and map if the LevelComplete animator parameter is set to displayed i wonder why?

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