Neat, and hopefully Unity can cover the physics part cause deriving field on a complex shape can be very frustrating. Even a cube would be more than an hour of work. But for an average spherical planet that is simply quadratic (one of the biggest problem with mario galaxy is that your distance to a black whole can tripple every time Mario jump but somehow Mario experience the same gravity (of course we can say Luma regulate it, plus the whole inescapable gravity plus tidal force, and collapsing of the outer shell)). Unity can provide in depth physical system (hopefully able to calculate effect of gravity by accumulation of small parts without consuming too much resource) while Unreal is much more generic and some times imprecise for platformer, though that's just my opinion.I’m working on a very flexible physics system and would deffenitely be nice to have custom gravity functions (Kepler says it should be quadratic based on the distance, though something else could be fun too). Currently it only supports convex shapes, however I’m going to make an editor in Unity for concave shapes (more complex, with holes and stuff. On top of that I also want circular levels like in my android game and traditional 2d/3d levels.
I’m also working on a door mechanic, like in alice in wonderland. Here I really need to optimize the rendering process.
Lastly, I’m working on some nice shaders. I especially want some nice grass
As for doors, how about say different faces actually lead to different locations? Say you are in stage A. The side with a yellow paint opens up to stage B, but the side with pink paint opens to stage C?
Last edited by Yil,