while(motivation <= 0)

Jully 2026 Summary
Between work and other life events, there hasn't been a lot of time spent on project GBH. Most of the time I spent working on it; was working on the storyline. I may need to enlist another writer to help me punch up my in-game banter. This is the first weekend I've touched code since late June. With my daughter in town the past week, centered around family time. The last few days took me deep into another side project. I'm looking to create a multi-pew backpack insert. My intern helped take rough shapes on paper to a digital view that I could manipulate until I found a configuration that would work. I also rigged it up so I could print at 1:1 size as well as export to Shapr3D. Now the question for this project is that of materials to support this creation, as it is placed in my bag and removed without the pew tearing itself out and getting damaged.
GBH June 2026
6/13/2026
- [ ] Drivable golf cart
- [ ] Hand animation for turning golf cart wheel
- [ ] vegetation generator bound to mesh
- [ ] game type menu for story or freeplay mode
- [ ] Building out the operator home
- [ ] Operator able to set on chairs without hands in driving hands
- [ ] New assets
    - [ ] Golf Cart
    - [ ] Trees, Bushes, Weeds, Flowers
    - [ ] House stuff, houses
- [ ] Procedurally generated river, started work on “deck hand” scene.
- [ ] Menu fixes

6/19/2026
- [ ] Tope tie off mini game
- [ ] bug fixed walking, running, flowing down river
- [ ] drowning prototype
- [ ] river boats turning naturally
- [ ] river boats spawning with variety
- [ ] river boats avoiding tow / barges
- [ ] fixed trees spawning on proc river
- [ ] water not bleeding through barges
- [ ] player not drowning while in barge
- [ ] tested paid version of meshy.ai; models look good from a distance, up close they are quite rough.

6/29/2026
- [ ] Rewrote the beginning of the story.
- [ ] Meshy.ai model of a great blue heron
GBH - HDR Unity, boat colors, boat clipping
Highlights from this weekend in GBH:
- [ ] HDR Water (mostly)
- [ ] Fixed cameras for HDR
- [ ] Added boat colors into boat spawn arrays
- [ ] Added a Continue Game button to the menu
- [ ] Started writing prolog, and night one in Inkly
- [ ] boats not passing through each other, but going off like boats would
- [ ] modeled radio, added knobs, power light, power switch, mic, speaker
- [ ] radio-controlled traffic from the control room, a work in progress. Still a bit buggy.
GBH week 3
interactable doors
turning control knobs that interact with the world
control lever
Room and door modeling on the Tow Boat
working Security camera feeds
Control room readouts with sim data, like water level.
Moved the operator start point to the control room
Tow + Barge spawn and layout control for lock traffic
Great Blue Heron aka GBH going foward.
It was a three-day holiday weekend, so a lot of progress was made.
  • Operator 3d movement
  • Operator 3rd person follow mode
  • Operator first-person view with fly and no clip when in dev mode.
  • Operator walk/run animations and speed
  • Operator physics/clipping on objects
  • World scale adjustments to match the operator
  • Unity store asset integration of recreational boats
  • Started modeling tow-boat and flat front barges
  • Started writing story player dialog trees
I like the notion of having the dialog choices that the player chooses steer their archetype.
Project Great Blue Heron

This weekend was a healthy mix of online and IRL. After doing some grocery shopping and hitting the range on Saturday, I set out to make some drink flight boards for the mother-in-law. She hasn’t picked out any glasses for them yet, so once she does that, I’ll fix some less-than-cementary features and cut holes for the glasses to sit on.

wenge drink flight board with handle

The next phase of the weekend was picking up my Unity project to build out my Python game Project Albatross and build out the functionality into Unity. This all went quite a bit better than I would have expected, and I’ve been making steady progress. While we sorted the menu last weekend, this weekend I implemented the simulation engine parts from the other project, modeled some lock gates, and got the lock gate animation working. It’s surprisingly difficult to get Claude to implement how doors work in 2d or 3d space. We got through it, but it took most of Sunday to work out the kinks. I also decided to invest in a premade lock worker model. She looks decent and fits the cartoonish look I had in mind.

Project Albatross - Part 2

I spent most of the weekend testing Claude's ability to generate Unity assets in Blender. As it turns out, it does a decent enough job. So when my hands had had enough of Blender and Unity, I went back to Albatross and did some work on the deck-hand sim, came up with a couple of new games, and did a bunch of enhancements.

Lock and Dam Simulator
Lock & Dam Simulator
Main Menu
Main Menu
Games
Games

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