The game seems to be a collaboration between ,Unity, DeNA and the new Ngmoco studio Scattered Entertainment.
"The collaboration saw Unity engineers work directly with staff at Scattered so as to leverage the platform in new ways. Unity also plans to implement its work with the studio into the wider Unity community. “This kind of technical cooperation is very important for us,” said Unity CEO David Helgason. “It’s easy to sit in a lab and dream up awesome technological improvements, but by pushing the envelope with great game studios we can rapidly improve Unity.” “Working with Unity during the development of The Drowning has given us the technological tools to craft an incredibly beautiful game that is sure to be the most visually advanced mobile game on the market,” added Ben Cousins, general manager of Scattered Entertainment and boss of DeNA’s European studio operations. Unity and DeNA have worked closely together before, with a particular focus on pushing the capabilities of the Mecanim animation system that was released with Unity 4."
When you swipe it triggers rotate, when you touch it raycasts and if the raycast hits a enemy mesh it probably shoots, if you touch the ground and aren’t shooting it probably goes that direction?
You can tag the ground “ground” and enemies “enemy” and trigger different functions when either is touched… Who knows what order they are checked in. If it triggers shoot it probably stops walking, if it’s not shooting and it wasn’t a swipe, if the raycast hit the ground it probably starts moving.
Notice he doesn’t accidentally shoot if he’s not touching an enemy.
Crazy graphics for mobile, it looks vast whether it is or not.
So he can’t miss? Say I touch were I want to walk whilst pressing to other spots to shoot, how can It know were I want to shoot? It has to spots, one that is way off.
You achieve movement by tapping with a single finger. You shoot by tapping with two fingers. You can rotate while the character is walking towards your next destination.