There seems to be a Boson (negatively charged) missing from the roster.

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Mass/Charge/Spin:

Use Helium-3 

Lithium Titanate -> (Lithium pebble breeders)

Tritium (Hydrogen3)-> Helium3 

This is a Boson (Hopefully not muon) build. 
Seems to be a negative Boson missing. 

Here’s an idea of what the build may be if that’s ever not found: 
You have your Z and W bosons, both with Mass and spin. You use the superfluidity of Helium3 to force the heavy bosons, like that of a bombarding Higgs Boson in succession through a series of Z alternating W bosons so that they collide and are forced into differing areas as the Higgs pushes against them “upwards” in the superfluid. 

As they collide they get excited and release energy towards the top of the system as heat which can be cycled off as electricity as well as radioactivity. Changing the near zero temp at the bottom to a higher range, forcing the cooler superfluid to compress below the heating superfluid before it sublimates into another form where it will take a change state and become some form of energy carrier. Hopefully by splitting (or combining the overall energy of) a Z and a W boson. 

Those that don’t release energy or bond to another atom, knowing that the boson is a force carrier and “holds” matter in place while a superfluid does the exact opposite—you should get an artificial friction between the two creating a new type of material be it magnetic flow type, Eddie currents, or attraction/repulsion between the two as the electrons are expanded and the pulling forces between the two become much greater. 

Once a negative spin Boson is found then it’s simplest to set up each of these parts as a battery as you would and bombard them with Higgs bosons as the electrolyte as they are the propulsion function within the superfluid, while the W boson would be your anode while you use the cathode boson to exit the energy out of the system in it’s multiple available forms. 

Vector Analysis of a moving object to make it appear smaller than it is, even when stationary.

I’m using boats as a reference here because this is what I dreamt of about ten minutes ago–playing with my brother. Some type of military boat game.

Every country has radar of some type, and all you need to do it make your self slip through it is to move within the interference zones of each type at the vector intervals ranges between their minimum and maximum based on gravity and motion of travel to not be seen as well. They already design boats to have a lower footprint. I’m sure that goes for every unit type of the old war style.

So how do you disrupt your whole entire ship/planes/cars units footprint? By making it resonate continuously with a dedicated device at its appropriate place(s).

Let me show you a few badly drawn diagrams to show you what I mean:

The problem is now that we’ve got satellites pumping them down as well. So you’ve got to make 3-d adaptive versions of this. They don’t look dissimilar to:

So to solve that issue you have an inner ring and an outer ring of these creating these sin (I keep seeing sin but it could be another function. It’s just the simplest version to get the point across that I could think of) functions in 3d in all directions cycling against what is found by your own technology and it should vastly shrink your units footprint. The outer casing may look similar to a geometric golf ball. But it may be possible to utilize these functions without much of a casing at all.

Just an idea.
Have a good day/night.
-J.

Mole City Day 4; Update. Game for my Stage 4 COPD Mother.

I spent today writing my first Game Development Documentation for Mole City. I also got to speak with my mother about what it is she wants in a game. What she wanted at first was a bit unrealistic for one person to do quickly, so I told her I would make her an RPG with puzzles in it the way she likes to play, to open doors or solve various things to get to secret places/bonus items and what have you.

She seemed alright with that. Hopefully it’s doable.

I already know there will be an elemental base to the game. Earth, Light, Dark, Fire, Water–stuff like that. I’ve even come up with a few characters that’ll be in the game. 5 so far that will be playable. I’m thinking three will be there 3 main party members and a 4th that can alternate depending on where you are in which area.

There may be a magical frog. A dancing Mole healer. An explosives expert youngling. And a faithful pickaxe throwing miner in the mix so far.

I wasn’t able to get much else done today other than paper work because every time I tried my drawing tablet crapped out on me. It’s not even registering every stroke I make at the moment and it’s killing me. Seriously.

What I did get done was a basic outline of some areas, some abilities, some characters, some pitfalls that might befall the characters, a tiny bit of a dialogue tree, stuff like that.

Here’s some throw away sketches just to brainstorm a bit.

Potentially fighting an enemy quick sketch.
Were these tall humanoids part of the underworld as well?

Oh and I’m a little over 10% done with my first Unity course. So much more to learn. But it’s exciting.

It’s okay for 4 days progress but I would like to be much further along already. Technical difficulties aside.

Have a great day/night.
-J.

Mole City Day 3; Update.

Here’s what I’ve learned on day 3.

Today was a big day. I got to learn how to make a character move to a target, move the character around objects using Nav meshes, what baking was, as well as how to get a player to move with click to walk. All fun stuff that didn’t take too long to learn. C# is a bit odd to me though coming from Python but that’s okay, they all seem similar once the basics are down. But I’m just a beginner in that too. Head to Mole City on Youtube to see more cool stuff and to catch up on to what’s going on with this project and other things I’ve been working on.

Have a good day/night.

-J.

Mole City Day 2; Update 2.5

After being completely baffled by the Unity Engine and what everything does I got down to work for the night. Not much got done: Here it is in it’s entirety:

Sorry for the tiny screen size I don’t know how to make it any larger just yet, I’ll look it up tomorrow once I’m done for the day.

Hope you have a wonderful day/night.
-J.

Mole City Day 2; Update 2.0

So I’m switching over to Unity for the foreseeable future after asking the pros and hobbyists on Reddit what would get my work down the fastest. So I’ve just bought a slightly outdated Unity teaching course from Udemy.com, I’ll let you know how it goes. They’re having a sale for the next six hours or so: Udemy.com again–some amazing work throughs to get done there so I would highly suggest going there if you want to save $190 on a class you want. Greatly appreciate their sales.

My computer has being acting up today so I decided that I would wait until tonight to get the software sorted, and will be following along setting up my work flow for the practice game.

So the next few days (hahahahah weeks/months) will be learning how to create an RPG from scratch using C++ which I’ve never used.

Starting at Zero, onward we go!

Back to work.

Oh, before I forget: Here’s the Mole City Youtube Channel with the welcome video I made last night with one of the sprites. It’s really basic, so I’m curious to see how things change as the game progresses art-wise as well as play through system.

Have a good night/day.

-J