Please forgive the late upload time. It took literally hours to get it up today. Wasn’t expecting the slowdown as the system I used was really fast for a video half that size. May have to switch to something else. Not sure yet. Oh well. It’s up now.
So I was able to get a couple of hours of work done today. Feel free to grab your favourite snacks and watch along as we learn how to do things together. Tomorrow I hopefully get into attack animations–the fun looking parts where Don Quixote attacks the evil biscuit. Maybe carbs are his windmills. I wonder if I could find a free windmill and attach it to the enemy because I would find that endlessly entertaining within my training. I’ll see what I can do. Please visit asimovcomic.com for updates of the project, comics, art, free books, and other things I’ve made that you might enjoy. If you want something on a shirt or the like I can do that too. I think I’ll try my hand at a 3-d style of drawing for a character I have in mind and see what gets made tonight just before I call it a night, and see if anything comes of it. If you want to keep learning with me from the very beginning then please smash that like button and twinkle that bell and we’ll be well on our way to journeying together. If you have suggestions please feel free to leave them below. I’m trying to figure out if I want to go the twitch route and do long format broadcasting, or the shorter edited route of YouTube. They would be easier to get through, but you wouldn’t learn anything. So it’s sort of up to you. Do you want content where (which I will honestly do my best to improve upon) I take my time learning, or just the good bits sped up to get things in a moving fashion? Daily Update if You’re Bored: Today was an odd day, as I woke up manic after having 1.5 hours of sleep and spent an hour coding and tried to exercise off the energy on an indoor bike. Had some food and decided to take my morning meds, and promptly slept until my therapy appointment. Literally two minutes before an emergency back up alarm woke me up. I’ve been groggy all day, and will hopefully sleep well tonight with the work done, and no coffee in my system for the day. I’m excited to try this 3-d style out as if it works it’s one step closer to a potential look for the game I want to make for mum. She’s alright, if a bit snappish at the moment–like her usual self so she must be feeling a bit better from our conversation the other day.
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.
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.
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.
Oh and I’m a little over 10% done with my first Unity course. So much more to learn. But it’s exciting.
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.