I’m running behind on Release 3, however I’ve also managed to squeeze in features originally planned for 1.0 or later (such as weapon loading). My original plan was for Release 4 to be considered 1.0, but I’m so close to the finish line now that I’ve decided to push through and name the next release 1.0. This should be ready in another week or two, depending how much time I can allocate.
One feature that will be missing from 1.0 is improved content browsing directly from Unity’s editor. After reviewing what I want to achieve here and some limitations of editor scripts, I’ve decided to delay this feature to the post-1.0 pile. Creating a good user interface is always challenging, and there’s nothing functionally wrong with just typing in the name of the model/block/location you want to load. I will improve this, but I need to step back and clear my head before taking it on.
Once the 1.0 release is out, I’ll start work on a series of short YouTube tutorials to help newcomers with Daggerfall Tools for Unity. These will cover the basics of setting up a project all the way to creating a simple dungeon crawler with infinite levels. This will be a nice diversion and help me review the tools by actually putting them to work.
On a personal note, the development of these tools has been a lot of fun and I’ve not had to make the time sacrifices I made two years ago. I can get a lot done in an hour or two per day, plus a little extra on weekends, and I don’t need to miss out on any time with my family. Thanks to Unity doing most of the heavy lifting, I can take a new feature from concept to reality in very little time. <3 Unity.