Hope you guys don't mind screens a day after Screenshot Saturday. Currently working on a 2.5D platformer, and I wanted to share some progress. We have defined two environments to build for our alpha, one of them being the inner city of a festive Feudal Japan:
We began modeling today, and we've got a basic Torri gate out for show:
Its texture still lacks normal mapping and other details, but it's a good start for now. We're running into some distortion problems when exporting the .FBX file into Unity, for whatever reason, but we're trucking through. It's a good start, and from here on out, we'll just build the environment piece by piece. Up next is the backdrop and lanterns for dynamic lighting.
Waterflame, our composer, also put some finishing touches on our
opening theme. We're all very happy with it, and we're getting more and more excited to get our Kickstarter fully built. On the programming end, I'm starting to get used to Unity's interface and editor overall. Got past the basic setup, such as running, jumping, sprinting, walljumping, and et cetera. Gonna enter into interactive terrain, now, such as boosts and bounces and other such things.
I had one question for you guys, if you wouldn't mind helping. Should I just let rigidbodies handle all collisions, or should I incorporate raycasting on my dynamic objects? I've been told to go with either method in various tutorials without much explanation in argument, so I'm a bit at a loss. Mere rigidbodies have been doing the job for me up until now, but I'm wondering if the latter method is more efficient in the long run, especially for fast-paced games.
Guess that's it for now.