Unity is a fantastic engine for independent game developers of all skill levels. Despite an arsenal of API calls for 3D development, it can also hold its own for 2D developers.
In the Unity asset store, you can find great 2D libraries such as 2D Toolkit (paid), SpriteManager 2 (paid), and Orthello (free). All three of these take an editor-centric approach to development. In other words, they integrate into the Unity interface so that you can import and manage 2D assets visually, rather than with code alone. It is important to note that these frameworks can also be utilized via code, but their power is in their Unity editor integration.
Personally, I have always found the Unity editor to be a bit of an obstacle. I want the power of the Unity engine, and all of its cross-platform glory, but I want all of my asset loading and handling to be done in code. That’s where Futile enters the scene. Developer MattRix, author of the hit mobile game Trainyard, created Futile for this very purpose. Developers familiar with ActionScript 3 will notice plenty of similarities with the way Futile is structured. For those that do not come from an AS3 background, fear not, I was in the same boat.
Futile is free, and can not be found in the Unity asset store. Instead, it is housed publicly on github. In a series of posts, I hope to introduce readers to the beauty of Futile, starting first with a basic setup, and then into the hello world equivalent for game development: Pong.
MattRix was already kind enough to provide three videos demonstrating Futile, so feel free to take a look at those first, or you can jump right to my first tutorial
when it is finished, which is aimed at creating a new Unity project and integrating it with Futile.