but for flexibility I've switched to Physics2D and colliders
Was that easy? Because it sounds nice and clean(er) in theory at least.
but for flexibility I've switched to Physics2D and colliders
Significant coding skills. Unity provides a lot of the pieces that you don't have to write yourself and in such a way that they can be brought together without too much trouble, but making them do what you want them to and work together is proper software development. There are things like PlayMaker that look to work similar to Construct2 but I don't know how easy/effective/versatile they are. Invariably I find the things I want to do aren't supported in various 'packages' so I have to do it myself. eg. I want a specific glow effect. There are glow effects available but they don't work as a fixed size on a threshold as I want to use (apply to any values over 250). The end result is I need to write my own post FX shader in gobbledegook.i though with unity everything is click and done. So you still need programming skill?
Well, we had a click click type game maker, it was called LBP2 It was held back by the over-reliance for sackboys, it just took too much effort to do something outside of the signature LBP look.. I'm hopeful that Dreams is going to change this.man.. i wonder if Unity will have "Unity for dummies" that works as simple as construct2. no coding, just click click click.
agh gotta watch some unity tuts
I can say with some confidence it'll be finished by the end of August. I have the framework of the game - select char, inventory, launch game, drop-in drop-out coop, currently working on objective system - nearly complete (save bugs). So a few weeks (if nothing crops up to get in the way) toLooking forward to your game Shifty! How many hours do you estimate you have left?