You absolutely should, the learning curve is non-existent (thanks to all the tutorials from Unity) and it's just easy to make stuff look nice.
You absolutely should, the learning curve is non-existent (thanks to all the tutorials from Unity) and it's just easy to make stuff look nice.
If it isn't broken, don't fix it! I highly recommend using it for a next project though, it'll save you a bunch of time.
Sorry for the late response, didn't get a notification that you commented :<
We have since this article changed the way we build interactions, so now what you're suggesting is a possibility. We're experimenting with your idea but aren't sure if it's the right solution (as always, this kind of stuff needs a load of testing).
Another solution that I'm currently working on is not really using a crosshair anymore, but instead using a mixture of distance to the object, distance of that object to the center of the screen and if the object is visible. For gameplay that just means that you get to walk up to an interaction and click on it. Have yet to finalize this so that I can do some proper testing (especially in scenes where multiple objects are close to each other).
We're not ready to show a gameplay trailer just yet, we do however have an (old) prototype that shows that we have a very strong story. The gameplay in that prototype however isn't exactly great (which is why we're drastically changing that for the full game). I strongly recommend you check that out if you're interested.
Thanks for the comment!
I guess I'm not in the position to argue you on that, so I'll let you make up your own decision on that. I can however suggest that you play our Ludum Dare 26 prototype to see what you think of it yourself: Bit.ly
Aceria
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