|New buildings in the background.|
I'm personally still trying to piece together bits of code to learn my way around C# in Unity (I've never really been very good at programming), but all my work looks terribly, horribly, Frankensteinian.
Right now we're focused on replacing the terrain with something that's going to be easier to put together in a way that won't show seams and provides more variation. In the picture above, you can see its a bit wonky. That's more my fault than Murilo's, but several long discussions have led us down the path to this decision. Doing it this way is also going to give us more opportunity to easily re-texture the same terrain assets to provide world variation without having to actually model a whole new batch of meshes.
I'm also working on making some minor changes to the character controller that's going to allow for very controlled movement across the Z axis at times. In the picture below, you can see that at the far end of this stage, the player will walk back across to path to have access to background path. It's a bit tricky. How do I move the player across the Z without taking control away from him or her? If I give control to the player, how do I justify taking it away when the player is back on our more traditional "2D" paths?
|A quick demo level for Sprout's Tale|
Well, guys, til next time.
If you know any with experience in C# and Unity and is looking for work, send him our way!
Also I feel like I've been under-repping our awesome company logo, so here it is again: