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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.
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.