In 2014, I’ll be making a new game in Unity that makes intensive use of an Entity System.
This will give me lots of ammo for a new post exploring the pros and cons of Unity’s “partial” Entity System architecture. I’ve been thinking about this a lot for the last couple of years, but I’ve been unhappy with the draft posts, and didn’t publish them.
Over the next couple of months, I’d love to hear from all of you the challenges, confusions, problems, and questions you have about this. I’m not promising quick answers – but it will help shape the blog posts I write, and as soon as I have a good enough set of answers, I’ll start posting them :).
Also: if you’ve used Unity on a significant live game I’d love to interview you (publically or privately, it’s up to you) about HOW you used the Entity System parts – what worked, what didn’t, what you customized (and why). From casual conversations, I know a few of you have done partial rip/replace jobs on the entity/component parts of Unity, mainly for performance reasons. This stuff is what I want to talk about!
…either email me (address in site navbar), or even better: comment on this post (so other people can read and reply too!)