I thought I had automatic notifications set for this thread.... hrmmm, apparently not.
Well, anyway, I continue to slog my way through Unity. The actual game & interface is sort of a mess right now because I keep putting in all the independent pieces. Right now, for example, I'm working on the inventory screen so the game starts up with Professor and Marc in a hex, each one carrying waaaay too many items, and then I push a temporary key to pop up the inventory and it makes a giant popup screen with all their stuff showing, and you click on items to put 'in use' or dump back in the pack. I'm going to try dragging items back and forth to transfer from character to character, and that will be the New Unity Adventure today.
Fortunately each time I work on one of these screens it goes faster. There was a pretty big learning cliff to Unity after so many years of working in my own little bubble, but it's getting a lot faster. The first popup menu took me like two weeks just because of all the new stuff I had to figure out, it was crazy.
Getting used to the modular way Unity works with everything has also been a big hump to get over but I'm a lot more used to it now. Plus an actual graphics engine lets me do things I always wished I could do with my own halfassed Direct3d engine before, like clamp the map edges to the edge of the screen without messing with a bunch of ridiculous math I don't understand and then giving up and putting in a table graphic because I couldn't get it to work right.
The other day I compiled up an iOS version just to see what would happen and it totally exploded, I think the textures are too big for that right now. Time will tell what to do about that. I don't want to make a whole other 'branch' just for iOS, but it goes in the pile of 'get to that later'. But, right now the game is friendly for any completely silly resolution on a desktop, since I have all the graphics in there at their original boardgame resolution, so the 100% unscaled zoom on my 1920x1080 screen looks like this:
Those counters ought to be fine up to like 5000x5000 or so it seems to me. I usually run around at 66% or 50% zoom out to see more of the map. I was glad the scaling it seems to work ok when I have to reliquish so much control to Unity, especially since is a 2D game and I want things pixel perfect sometimes, I was worried about that at the beginning but it worked out.
Anyhoo, to sum up, progress continues and is accelerating.