> No, someone made me a fool out of that game Rapmon hyung is.. (Tae) > I won’t play it!!! I can’t!!! (Tae) > hi* (Tae) > I miss you (Tae) > I’ll come back later, so let’s chat then (Tae) > goon night* (Tae) > d* (Tae) > i’m chillaxing* (Tae?Hoseok?) > rap mon me too soon soju call* (soon soju was typed in korean/Hoseok) > let’s go all the way* (Hoseok) > sojoo* (Hoseok) > do u have recommendation? sojoo (Hoseok) > I don’t know who are you, but it’s 4 AM in Korea. Go to sleep. Soju? What soju are you talking about? Who is this_Jimin (Jimin) > The person that is sitting next to you right now (Hoseok)
Ford Ranchero GT 1972 (5337) por Clay Via Flickr: Manufacturer: Ford Motor Company, Dearborn, Michigan - U.S.A.
Type: Ranchero Series GT Model 97R
Production time: September 1971 - September 1973
Production outlet: 27,940
Engine: 5766cc Ford Windsor 351W V-8
Power: 153 bhp / 3.800 rpm
Torque: 361 Nm / 2.000 rpm
Drivetrain: rear wheels
Speed: 163 km/h
Curb weight: 1840 kg
Load capacity: 618 kg
Wheelbase: 118 inch
Chassis: box frame with crossbars (new body-on-frame design) and self-supportin all steel body
Steering: recirculating ball and nut
Gearbox: three-speed manual / all synchromesh /
Clutch: 10 inch single dry plate
Carburettor: Motorcraft 2-barrel
Fuel tank: 76 liter
Electric system: 12 Volts 55 Ah
Ignition system: distributor and coil
Brakes front: dual hydraulic 10 inch self-adjusting drums
Brakes rear: dual hydraulic 10 inch self-adjusting drums
Suspension front: independent ball joint, upper trapezoidal triangle cross-bar, lower simple cross-bar with elastically mounted tension strut, sway bar, coil springs + hydraulic telescopic shock absorbers
Suspension rear: lower longitudinal links, upper braces, longitudinal leaf springs + hydraulic telescopic shock absorbers
Rear axle: live
Differential: hypoid 3.25:1
Wheels: 15 inch steel discs
Tires: H78 - 15
Options: 250 CID (4096cc) straight-6 engine (power 145/4.000rpm - torque 314Nm/1.600rpm), Ford FMX three-speed Select Shift automatic transmission, differential 2.75:1, front 10.7 inch disc brakes, power steering, air conditioning, bucket seats, AM/FM radio, vinyl top
- The Ranchero, introduced in December 1956, is quite unique Coupé utility vehicle: part car and part pickup truck.
- This principle was “copied” by Chevrolet with its El Camino in 1959.
- The Ford Ranchero was one of the favorite cars of Elvis Presley.
- The 1972 Ford Ranchero Series was available as this 2-door GT, as 2-door 500 Model 97D (49,065 units built) and as 2-door Squire Model 97K (9,070 units built).
- This sixth generation (1972–1976) Ranchero was only assembled in Lorain, Ohio (United States).
Been sleeping most of the last week again, only just started to be able to actually get any work done on the March 1GAM again. Going to be submitting it before the deadline as I’ve got to travel for appointments so now have five days to make something playable.
I’ve decided main priorities to get the build into some sort of basic “playable” state, though it still really won’t be much of a game, are: > player controller based on camera input > design and model some basic plants, both generic and hero “plantable” types > hero types have multiple stages of growth > player can collect and plant cuttings > individual planted pots’ logic for their cuttings growing > “next day” trigger to continue progress > plant growth progress dependent on being watered and where they are placed (some need sunlight, shade, greenhouse, cold, or dark areas) > basic GUI tutorial/prompts telling player what can be done in the build
If I get to return to this game project of course I’d love to build a cozy and convincing little town with NPCs, and have the game include information cards for the plants, and an expansive set of environments to explore. One day. <3
Making sure the cuttings are the right height for the player to grab with one of the animations.
If I continued development on this game I’d scrap the three “grab cutting” animations, I’ve got something else in mind for collecting them.
Asides from making some of the stand-in plants today, I’ve been progressing on the scripting for the planted pots.
I’m likely going to be sleeping the majority of the time for at least the next couple of months, but I’ve decided not to stress about making super gameplay oriented games each month.
Long term goals, I want to find work as a 3D generalist in a small studio, or a rigging TD/tech artist in a studio that requires me to specialise. So I’ll be pretty happy if I can find the energy to focus on learning to make more professional assets and integrating them into simple games to better learn how different cases SHOULD be made to suit a game engine and for best optimisation.
bulb> often produces light> air is light> air helps things fly> wings fly> Illyrians have wings> Rhysand
salt> is a solvent> sometimes dissolved in water> found in tears> feyre kissed away rhysands tears> RhYsaNd
spoon> composed of shiny substance> can show reflections> can indulge narcissism> RHYSAND
geese> type of game> can be hunted and consumed> feyre is a hunter> feyre was hunting and then shot a wolf> was abducted> soon falls in love with abductor> has to rescue said being> makes an agreement that will make her life 100000000000x better> totally annihilates queen bitch> about to marry asshat> follows up on agreement> lives with misunderstood badass and eventual mate> RHYSANNNNDDDDDDDDDDDDDDDDD