This is a topic that was discussed to some extent in other platforms but I feel this is the best place to talk about it.
This isn’t intended to yield short-term results at all.
What is the ‘Playground Project’?
Basically a bunch of Unity scripts to allow people to easily drag and drop them around to add some recurrent functionality to their projects. It includes art and stuff but the important part are the scripts and there’s always Kenney’s . Apparently it’s progressing very slowly (what a surprise coming from Unity devs! ) and so far there’s only one genre covered (2D physics platformer of kinds). And I’ve no idea if they’re stopping there (this is important info).
Advantages to the user:
Not reinventing the wheel. Having a decent underlying logical architecture that leverages the engine to production levels with carefully standardized and easily extensible components and world class mechanics, etc. In other words: InstaNoob2Pro.
Needs a decent cross-language event system with inspector UI. Probably lots of other things I’m neglecting.
What are your opinions on the viability of having something like that for Atomic? Is the community strong enough to maintain it? Should we centralize everything or just congregate/curate (semi-)independent efforts?
The original Playground Project has a ‘masses’ appeal. The target audience is beginners with no programming experience. Even if we don’t want to appeal to that audience, we could still benefit from something along its lines I believe, but this is certainly something to be discussed… are we (the current community) interested in having something like that? Are potential future users actually interested? What impact can we expect?
First and foremost, we need to determine what genres are the most important so we tackle them first for extra ‘marketing’ appeal. We need to come up with top notch standards for stuff like scene queries, collision layers and masks, when to use physics triggers or casts, how to perform common global state changes, etc.
After we have some decent guidelines in place, creating the actual content is gonna be the real deal. I myself could provide scripts for a full 2D platformer (Mario style) after some months (4-6hr/week) starting possibly on Q2 or 3 2017.