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.

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.


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.

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, I’ll let you know how it goes. They’re having a sale for the next six hours or so: 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.


Mole City Day 1; Update 1.5

I’ll be making the first video message tomorrow for the YouTube channel, animating the sprites with a Voiceover I think but I did create the channel called Mole City, and try my first hand at sprite backgrounds. It’s basic but it’ll do, but it should also let me add in characters as they come to me.

Here’s what you’ll see:

Search for Mole City to find it. Link below.
As you can see the characters are below the sign when shown on a larger screen.

Hope you’re having a wonderful day/night.

Go: Mole City Day 1; Update.

Today I spent three hours learning to code and came up with this. It’s a mess and I’ll have to rewatch part of the tutorial to get it back to working condition again–as you can see he keeps running when he’s supposed to stop, but I’m pleased it mostly works since half of the work was getting it to collide with the bushes and optimize the directional code. All done in Godot. None of the materials in the tutorials provided are mine, but this person knows their stuff. Very fun to follow along.

I’ll be starting up a YouTube channel where I document every part of the experience so that I can have a daily, minus weekends while we work on masks and hang out, history of what I’ve done so far.

So far, being that it’s only 3:33 in the afternoon I’ve done two simple animations to stretch my arm out (broken wrist and cerebral palsy limit me somewhat in getting smooth lines and I tire easily but I do love to draw). Those are below.

A poorly done spinning mole just seeing if I could do any of it.
A bouncing mole with a different drawing style. Trying to eventually make the characters into a sticker pack as well for the apple store.

I’ll do more drawings tonight and try to get more sprites done and pick a proper size for them since the two I made yesterday are different sizes.

Turbulence: Improving Tokamak. Adding an additional layer of higher RF (mm) Wave or better at all points to create one smooth transition, or multi-collision eddies to increase neutron output. Drawings can be made if needed.

I have a field, controlled by magnets. A ring, within a ring. Causing a spiral of plasma to spin either counter clock wise or clock wise which can be changed upon build specifics. But they use RF to control the disruption of the material. So, we have Mag Field one, inner core, spinning around CCW, or CW, we have Mag Field two spinning within the system around it, to form a casing which spirals as it moves.  The spiral causes turbulence.

If it were a food it would be a doughnut. 
The plasma would be an eternal atomic pastry. The islands that cool the system down to uselessness would be the crust of the foodstuff reacting to the outer limits of the system, unbeknownst to the user. So what do you do to stale dough. You shear it away from the wanted plane as fast as possible before it ruins the rest of the dough.

So what’s to be done with our reactive doughnut? Let it continue on with it’s crust that forces a problem, or to sharpen a series of knives against the target in all points of contention possible and have them run as a continuous subsystem through their RF control modulations to become the disruption of disruption’s disruptor.

1GHZ+-20MG use of microwaves, means it must be of higher depth into the system to hit all points so that no islands may form. Means higher hertz minute width singularly but encompassing the entirety of the system so no islands may form this can be explained down below. 

If using hydrogen to react like the common copper connection ie freely moving electrons, you will get electron slag, where they have bounded off of one another or burnt out completely due to the age of the atom or the space available not being ideal within the plasma to cause some cooling effect. If the chain reaction lasts long enough you get these islands.  

Down below:

If you were to use mm RF Waves (I think I’m heading in the right direction, but if they’re not the smaller particles with a higher hertz move the other way please). 

you could hit all points of the plasma at once or in alternating waves at an angle to cause the internal spiral to lessen, become stagnant, or even reverse in eddies so as to have sectional heat relative to what is wanted but in a much smaller package as it has greater volume of collision points within the toroidal rings over time and the collection points can then be managed as needed down the very electron required as well. Then the neutrons spilling out wouldn’t be just one justified place, which is just a start, but many spoked areas. It also means if an island forms it is likely to form away from the points of collision or perhaps at the points of collision and we would have more information to work with. If it’s at the points of no collision, they’re too far apart and moving too slowly and that’s where you pump your energy back into the system. If it’s at the points of collision, it’s either a fusion or slag that has now been broken up into many smaller slivers that can be blasted through atomically or by a higher RF as stated above and broken down to its plasma heat level that everyone wants. Either way it might help with the design.