Read this if you don't like reading long posts:
Bad Stuff:
- No more Unity, bug I can't fix
- No more web version of the game
- Taking a 3-5 day break on Annie Game to understand a little more about making games in general
Good Stuff:
- Not losing much time despite switching back to C++
- You still get to see what's up every week, just like before with the videos
- EVO was cool
Ok so update time. A big(ger) long(er) explanation can be found here:
http://dixie.x10.mx/news.html
Basically, a certain thingy in Unity is causing this to happen:
When that thingy is turned off, this still happens but under different circumstances. Either way, it doesn't look nice at all when playing the game. I looked around for a sustainable solution but couldn't find any that would work in the long term (
I'm not the only one with this issue). After a little while, someone told me there is one thing I could do, but that either costs money which I don't have, or involves me pirating premium software which, after some discussion with Spacewhale, we decided was not something we should do, especially since we're actually going to be releasing this to people.
Thus, I am back to work in C++, kinda. I overcame the seemingly biggest hurdle of making collision detection (currently it's set up exactly as it was in Unity), but I've reached a slump in which I don't know what the next thing I need to do is. To get past this and also to avoid setting something up, only to find that it's all wrong and needs to be fixed, I'm working on a tiny (we're talking 3-5 days of work) practise project so I can familiarise myself with what goes into setting up a game's engine to a higher standard than I've done in the past. I started this on Friday so I will be back with Annie by Thursday at the latest.
Anyway, how this affects you is that you will no longer be able to play the current version of the game online. I'll probably go back to making big posts about specific topics on my blogspot as I did before, as well as giving you videos to show you what's up. While the idea of switching back to C++ may seem like a setback and a waste of time, it's not
too bad because, while in Unity I had physics, collision and movement sorted out, I didn't have palettes or combat up to scratch which is something that I've already got sorted (or almost sorted, in the case of the combat system) in C++, I'd say it's only going to take as long as it did in Unity and I'm pretty certain that I'll be able to get you something that'll fully reflect the final quality of the game in little more than a month.
As usual, I'll update my website's news page as I progress with stuff so if you're really desparate to stay up to scratch on my latest struggles then be sure to check it out. Also if anyone knows a free solution to the Unity issue, I'm all ears (or eyes, I guess).