I know it's been a while since my last public build - a lot has gone on, even a full reset of my work to implement better code, but here's the small amount of changes made. This is more for myself than anything, but enjoy.
Here we are, the end of Unity Hell. The conclusion to my co-op infused saga of desperation. The water for my weeklong thirst. I don't wish to preamble any longer. Let me speak of my woes, and my triumphs. The Damned UI The user interface for this game, paired with the input changes made for the parkour and combat, gives me a migraine. Especially when coming out of every previous game with a relatively unchanged set of inputs to get me through, only for this new game to bloat my UI with co-op RPG shenanigans and throw my muscle memory out the window. Even after learning the inputs, the interface continues to bug me - why does everything look so sanitized to me? AC1-Rogue all had this techno interface as part of the Animus and present day hook, but the Unity UI seems somehow more detached than ever. The pause menu is cluttered to the nines, holding more random shit that I have never touched than things I actively need to use. I interact with three things on that list: the progress tr...
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