I got myself Unity 3.5 and began tooling around; it was a great first impression. Although I'm not sure why, I wasn't expecting it to be as powerful and capable as is it, but seeing the kinds of games people make with it, and some of the videos people post online, it is clearly a very powerful toolset!
For my test project I decided to create one of my game concepts, a racing game akin to Wipeout, F-Zero, and Hi-Octane, with unique added twists ;)! Things came together quite quickly thanks to the plethora of available generic assets, online script references, and people's Q&A discussions too. Within a week I had something that was at least presentable, and after another 10 days it was almost a game (sans race logic, GUI, front end, AI, etc). Truly not bad for something I had never touched before this month, just reinforces the simplicity and power of the toolset.
While it has a ways to go before I'd be willing to release it as a playable demo, I can offer some WIP videos :)
I use a rigidbody for the hovercraft with 4 spheres on each corner, and then apply various forces and torques based on the player input. While I managed to remove some of the jumpiness using Unity physics interpolation and smoothing out the track (more polygons), I think I need to go one step further and make a very smooth collision mesh, and loosen up the track. After all, looking at Wipeout and F-Zero, aside from jumps and a few hairpins, the tracks are pretty loose. But naturally that kind of decision really needs to factor in how the hovercraft will ultimately behave (having been coded by a skilled SE) and if flying off the track has any inherent fun to it.
After a short break talking to my game designer friend about project ideas (And an awesome Orbital concert) I'm ready to start scripting more fundamental elements. Once those are in place I can piece together an experience worth sharing as a playable demo. And naturally make sure the art isn't placeholder either. A fresh coat of paint can go a long way to improve the overall appeal of a personal project (not to mention give me an excuse to spend some quality time in 3dsmax ;)
More later!