You might have noticed I did an XNA/C# section of the website as I was working on learning XNA/C# in the background of working on Abeyance and considered it as something to switch to for Ronin and future projects. The reason I want to move away from DBP is because as a language it lacks a lot of what other languages has and it isn’t very well optimised. It’s a fantastic program though, it’s a joy to use. XNA/C# enticed me with XBox 360 support and the fact C# is OOP based and has access to a great number of useful classes from the .NET framework. But it’d actually take more time to complete something in XNA and the whole point of using DBP was to have a quick and simple method.
Unity3D is the alternative here and if it works out the way I hope, I may convert Abeyance over. There’s so many features about this program that could well speed up my development process and it cuts out a lot of the work as I don’t have to build the engine from ground up. Plus, as scripting is Java and C# based there’s a bonus. So ‘XNA/C#’ projects’ may become ‘Unity3D Projects’. Anyway, that’s the rambling over and done with, for Ronin I thought I’d chuck out some level design (unfinished) for the area where I will start scripting the game’s components.
Although the texture for the houses and I”m not satisfied with the stalls, the wonderful thing about Unity is I can make these changes whilst Unity is still running and it will automatically update – no reloading or any of that malarky.
Anyway, a few screenshots.