It's hard to believe how much time has passed since I last updated this blog. Lot's going on in my life and after moving back to the States from Japan, I just kind of lost track of some things. Of course, I'm still working on the game and everything is moving along fairly well. Much of the last couple of months has been spent rewriting a lot of code and trying to add a true level of efficiency to my code since so much of it was written when I first started working with Unity. It's always funny looking over old code and wondering what the hell I was thinking about when I wrote it.
Main things that have changed have been animation, A.I., and some models. I've spent a lot of time trying to make the systems in the game easy to use so even if something happens to me, someone else can come in and pick up where I left off. Some of the more complicated systems (like the animation state machine) I have diagrams for how to interact with that system. Up until now, adding in spells was a pain in the ass. And I only had two of them in the game. Strange thing to admit, but there it is. I knew this system needed to be reworked to be less clunky and more open for a variety of spells and abilities. The new system I have in place is much more functional, but I just finished the core code so there's still a lot of iteration. Still, in it's most basic form I already have more spells than I had originally and the system works with legacy animations as well as the new Unity animation system.
The real question is when I'll feel comfortable about showing the game in motion. It's funny, before I did the Kickstarter I was totally confident in what we were doing and how we were going about it. After that, I've been afraid to really show the game off. I know it can't stay like that forever if we want to ever release it to the public. Not sure why, really. I think the game looks miles better than what it did back then, but I think it's hard to keep other people's expectations in check. My little crew is only two people and we've done the best with what we had to work with and a meager budget. Expecting the game to look like a game with hundreds or even 10 people is folly considering that neither of us is a traditional artist. Still, it's a sticking point and I'm proud of what I have been able to accomplish with so few resources. The real goal is for people to enjoy the game and I hope we accomplish that at the end of the day. That's all that matters, really.
Well, I figured I'd step in and fill things out a little bit since it's been so many months. We're not dead, folks...yet. Heh, heh. Here's a new screenshot, too.

Also, I did manage to put together a Made With Unity page. I didn't have any new video to use, but I think it turned out okay.
http://madewith.unity.com/made-with-unity/games/skullforge-huntUntil next time. Everyone take care of yourselves.