Yeah I've been poking at it occasionally.
Its a ton of work.
I have no idea if I will have the time to follow thru on my end.
I wouldn't want you to waste your time on something that might not get too much further.
But anyway, here is a list of things I could off load.
Programming in Unity is a long road of learning.
I know Unity looks like just drag and dropping, but its not and nothing I do is done like that, its all in code.
Unity uses C#, its very similar to Java.
Unity handles things very different to the way you would program a game in anything else.
So I'll say what I tell everyone, do TicTacToe in Unity, you will learn so much just doing that.
You can make 3D models and do the game in 3D.
The best way to learn Unity is to go through the tutorials on the site.
Then read thru all the documentation, skim stuff you don't need right away, http://unity3d.com/learn/documentation
Then skim all the API docs. http://docs.unity3d.com/Documentation/S ... index.htmlhttp://unity3d.com/learn/tutorials/projects
I read through one of these when I started, very useful.
Although the one I used isn't here anymore.
Take the guy I have right now
Put bones on him
Do the usual animation moves, walk run, shoot, swing, die, etc.
Get all that put into Unity Mecanim, which means figuring out how to use Mecanim.
Which means figuring out how to load in models and general Unity usage.
There is a difference between doing that and making it look good.
I wouldnt expect your, or my, first attempt at character animation to be any good. But it needs to be.
I know I could do it, I have messed around in Lightwave with bones a bit. But it would take a while.
Programming a way to handle rules in an unordered list.
I have a good handle on a way to try that.
But really that's a job for me or someone with 5 years of programming experience.
A way of handling all the live objects in the game.
There is a C# implementation of the Atemis system.http://thelinuxlich.github.io/artemis_CSharp/
But the code was never meant to work in Unity, so it needs to be adjusted.
There are C# .Net commands in it that are not supported in Unity.
Or maybe I'll just do it the old fashioned way. I havent decided yet.
Because I design as I go along, there are lots of thing I just havent decided on yet.
I learned how to do protobuffers, https://code.google.com/p/protobuf-net/
but maybe one of the assets on the Unity store would be better for saving and loading.
Because I need to make the 3D models more data driven, just making a model using my way of dynamically coloring vertexes doesn't work so good.
I may need to actually make the brick builder first, then make bushes, rocks, etc right in the game so I can save them out with all the right meta data.
Otherwise I need to make C# classes with the data there, one for every model, thats how its done now.
Which is why I stopped at just a few trees, instead of creating hundreds of landscape part classes.
The other way is loading up a spreadsheet with all the data.
So really I don't know if you can help with anything.
Learning Unity isn't a waste of time, because you will learn C# and push you to program more complicated things.
I started in 1987 in basic
Everything builds on the previous stuff even though the language changes.
Learning Unity takes months.