So, does anyone outside of unity use coroutines? I never heard of them till I started using it. They're kind of used for timers and to get functions that don't cycle with the game loop. Actually, quite handy.
Yeah, they're definitely handy. Lua has coroutines and a lot of games used to use that - seems to be less popular these days though. Also, Go has "goroutines" which are a lot like coroutines. When I was at Sucker Punch we had an internal scripting language that used coroutines as well.
to fireside seems like unity has become your main engine. will you stop going from engine to engine and stick with this one
Well, I hope so. It's such a time waster learning a new engine, but yet, I also enjoy it. But I think Unity is kind of like Blender, and Blender is something I've stuck with for ages, probably because it was so hard to learn in the first place. The only thing that worries me a little is that it's a commercial engine and they might end up backstabbing the free community eventually. So far though, they just keep adding features.
They only let you edit once with this thing, but I'm really glad I changed to Unity because the other engine I was using is looking more abandoned every week. I also lost my partner in the project, so I have to go it alone again. One of the best parts about Unity is how easy it is to get models into the engine. The other engine I was using, it was murder. I don't even need to export with Unity. It reads Blender files.
imporing models should never be a hurdle for an engine. too basic a feature. I dont like when engines rely on third party formats. instead of using their own format specific to that engine. fbx, x and collada are popular with engines in general. but every 3d program has their own different version of each. so its not really a standard solution by choosing a popular format.
what kind of game are you doing in unity now that your flying solo. is it a 2d or 3d game
3d realistic adventure. I don't normally like realistic, but I can use makehuman models, which will save me a lot of time. I'll just have to do the clothing mostly. I'm also going to use a model pack for general city, so I'll just have to do specific buildings, etc. The story will fit better with realistic models also. It doesn't sound that good explaining it like that, but the story is pretty good, I think, and there should be a lot of diversity in puzzles.
watch out for making the puzzles to tough. and if the answer is not obvious. from whatever is on screen. that can be a turn off to players
Yeah, puzzles are hard to design. I'm going to have a hint system built in also. The norm is that, if you can't figure it out, you quit. It's not like the old days where you would wander around for a couple hours looking for what you missed. I don't like hiding things and making people do pixel hunts either. It should be easy to find what you need, with the puzzle being figuring out what you do with it. There will always be some that say it's too easy and some that say it's too hard. That's why it's so hard to do.