Yay for concept art! (As seen left). Made by Karis. Pretty, non?
1) Unity has trouble displaying transparency in movies when they're being used as textures, as it converts everything to Ogg Theora, which does not support alpha channels. So we're basically trying to "green screen" the movie in virtual space, and creating a shader which detects all the pink pixels in an object and makes them transparent.
2) I'm having trouble rotating things around a specified axis. Unity likes to rotate things around world space, so it makes it difficult to rotate things, specifically on a certain axis with respect to certain objects.
3) We still have a lot of art assets to work on, and as might be predicted, sound is not even beginning to be thunk about.
If I were to do this project again, I think I would have counted my eggs differently. I don't think I had very much time considering the amount of work I was doing on other briefs, so I don't think I could have done a whole lot better in terms of time management. And I'm working in a relatively new program with a relatively new language, so I don't think that's the best condition for taking on a project that's larger than any you've done before, and I don't think there's much I could have done to prepare coding-wise. One thing I should have monitored more carefully while doing the project, however, was the way I was labelling things I was putting in the project, and the way I was assuming unity could do the things stated above. Let's deal with these individually, and then I'm going back to work doublequick:
1) I labelled everything from the beginning as a "test" or "dummy" asset, and now I'm not really sure what the difference is between a dummy object and a real one. I think I should probably think about what my workflow is on this in the future.
Did I mention Karis' partner, James, is my savior? Back to church with me.