So this is a bit of an unconventional question / conversation, but I’m in a relatively unique position right now, and the advice would help me a lot. This will be a bit long-winded, but I’ll do my best to be concise and explain exactly where I’m coming from.
My Background
I have quite a few years of experience in game development, almost entirely in Flash, using FlashDevelop and AS3 (no visual editor, just code and assets, proper OOP, etc). I defend my approach there, because we’re all aware of the stigma of Flash games, and how varying the quality of both the game and development process can be. That being said, I while I haven’t launched anything in Unity formally, I’ve dabbled with it for 20-50 hours, not much, but I’m not completely new.
The “Problem”
My main issue since moving to Unity, is leaving behind the framework(s) I used to use that took care of a lot of the nitty gritty for me. For instance, I used to use FlashPunk, which had a ton of built in functions for everything math related, tile based collision, working with the sprite sheets in animations, etc. I know a lot of that already exists here, but I don’t yet know what it is, where it is, or exactly how it works - time will remedy that.
What’s really getting me caught up, is how to approach things I once new how to do. I don’t know if I should be simply manipulating the X and Y properties for my movement using math for easing like I once did, or if I should be using the 2D physics engine. I sometimes hear the built in 2D tools and physics are terrible, but that could be biased advice, I just don’t know.
I have a platformer concept I’d like to make, and I was a bit overwhelmed on where to start given my lack of familiar tools and workflow. I’ve read various approaches, from physics, to AABB, to ray casting and moving against the tiles, etc. I know most programming / design issues don’t have a perfect or “right” answer, but I feel like I need a bit of guidance, as I’m the kind of person who needs to plan before I dive in.
Another game style I’d like to work with is in the style of Geometry Wars (Asteroids on crack if you’re unfamiliar). Again, are 2D physics a good idea here? In the past I’ve had a LOT of enemies and bullets on screen (think 100 enemies, 200 bullets, 500+ particles, etc) - does this get super bogged down if the bullets or enemies and player have are using physics vs simply being manipulated via the transform?
Conclusion
All in all, these might seem like silly questions, but they’re what’s kind of holding me back from “toying” with Unity, vs making my venture back into the career of game development. The games I’ve made in the past have millions of plays, earned me a few thousand dollars, and did quite well, and while my programming has improved since then (lots of PHP, dabbling with Unity, etc), my game development specifically is rusty. I’d really like to get into this again, and any insight into the questions I’ve asked would be greatly appreciated.
Links to some of my previous work for examples of what style games I’d like to make: