Binary Void has been published on Unity asset store!
This full game project is derived from Advanced Invaders and it’s carefully crafted for the purpose of teaching the general principles of game development in Unity. It features over 6800 lines of organized and commented C# code, and it comes with 90-pages long walkthrough documentation that is covering other assets as well, beside the code. The game itself may be 2D arcade (and of well known type) but it contains a lot of elements useful for many types of games as well as that general structure that most games of whatever genre often have (like saving stuff in files on disk or tweaking various game settings, rebinding of controls and such). While I was making Advanced Invaders, I insisted on building all this in order to learn how to make this structure for future games. Binary Void is the type of example project I wish I had when I was making my first steps in Unity so I figured I could make one myself. It’s long straight-to-the-point practical example that one can experiment with. I got impression that tutorial game examples in general, are all made with idea to push rookie developer straight into the gameplay action, neglecting essential structure that often needs to accompany the game and which is often quite tricky to build (at least it was quite tricky for me).
Nearly everything that Advanced Invaders game offers, is part of Binary Void as well. You can find out more at Advanced Invader’s page.
Based on what I read about publishing on asset store, I would say Unity folks aren’t joking. For example, this project needed to pass these guidelines:
I checked them carefully and then adapted all elements of the project to meet these required standards. The fact that Binary Void passed on the first try after six days of waiting… I wonder if I should think of it as achievement :P Or was all that just a tall talk…
Otherwise, in the meantime, I have been toying with other aspects of Unity and as some of unity folks said, there really isn’t much difference between 2D and 3D in Unity, although it could be that my experience in Limit Load is talking here as well. I honestly feel now that Panda3D is like a spartan 3D engine considering how easy and approachable it is to build some graphical moments in Unity, which I consider essential for achieve the “good enough” 3D visuals :)