There has been quite a bit of time since my last update, and for good reason. We were having trouble with Flash and Starling loading ATF files consistently; sometimes it would not load a background right and crash the game. So we decided to move the game over to Unity, which has come with its own struggles. I already knew C# from my time playing around with XNA while I was in high school, so I thought things were going to be pretty easy. Instead it has been anything but easy. I had never used a 3D game engine before, so I had to get used to meters and calculating pixels as .01 of a meter, which in itself wasn't that bad. I had more trouble the collision system, and the physics engine than anything else. In Unity you cannot use bounding box collision without using their physics engine, so I had to learn to use ray casting instead to determine collision, which took longer than I wanted it to. After about 2 weeks of fighting with Unity I figured things out, and I am far from a Unity expert, but I have figured out quite a bit of things and continue to get better and faster at solving problems.
There is good news, and quite a bit of it. We are back to about the same point in development where we were before in less than a month time. This was mostly because I already had things working in flash, so instead of creating everything from the ground up it was more or less moving those things over, and changing things here and there. The combat system is mostly up and running again, I have yet to port over my AI system, but honestly I'm thinking about restarting it all over again and take a different approach on it. CartoonCoffee and I have submitted the game to the Indie Mega Booth for PAX East, so hopefully we get in and some of you guys can come and see us, check out the game, hang out, etc. In Unity the platforming feels as good as ever, framerate is 3-4 times faster than flash at the moment, and it even runs on my little brothers crappy laptop from 2007 at a full 60 FPS. So it looks like everyone with a computer from the last 7 or 8 years should be able to play the game. We are going to try our best to keep the system specs low so everyone is able to play at 60 FPS, but I won't make any promises.
I would like to give you guys a date of the demo release, but as of right now its really up in the air. Combat needs some major readjustments, physics needs a few more tweaks, AI needs to get redone, some art still needs to be drawn, so it may still be quite a ways off. Instead I shall leave you guys with a few screenshots of the current build, hopefully you will get a little hyped for the game.
EisonCoding
I share your frustration with Unity. I just picked it up and it has a pretty damn steep learning curve compared to some other engines out there. Good luck to you on your project!
glitchs2d
Yea it can be a bit of a pain. I come from a pure coding background, so even in flash I would do everything through code. Unity wants you to use their components and their interface. I learned to work with it instead against it and it makes things a lot easier. There are a few things I still do through code, like my own state machine, checking animation times, etc. But once you find out what you want to use, things become pretty easy. At least with 2D. I have yet to make the jump to 3D and I don't plan on it either for a long while.