Volume 1 (of what I hope will be many) video blogs documenting some of the features and functionality recently implemented to my (yet unnamed) Unity Platforming game.
After having discovered the potential of Unity (namely in a web demo for the Complete Physics Platformer Kit) while working with UDK, it didn’t take long for me to jump ship. Upon opening the Unity editor, between the hierarchy and the lack of the standard quad-window layout used in UDK and Hammer, I was definitely intimidated. A handful of video tutorials later and not only did it all make sense, but I felt quite comfortable navigating the application. A few more tutorials and I understood GameObjects and how scripts are used create actual gameplay. It wasn’t too long thereafter that I felt as comfortable in Unity as I had ever felt in UDK or Hammer.
My next task was making up for “lacking” functionality I had come to expect. Namely a visual scripting editor and a way to manipulate the camera for cutscene purposes. It was then that I found out how addicting the Unity Asset store can be – it was amazing seeing all of the potential in the assets for expanding my project. Eventually however I did acquire the base assets that I needed: PlayMaker (visual scripting) and Camera Path Animator. With a base game foundation, knowledge of Unity, and the assets that I know would be required to accomplish what I envisioned, I set to work.