Unity version 4 has been out. I'm getting reacquainted with the UI changes and the new things it provides to the engine, but with that I've split my work quite a bit for several reasons. I've got my reasons as to why, but regardless, let's split this into several sections once more.
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NEO WOLF MODELS
Because of how the old wolves were set up, they had several problems to them. Let me outline a few of them, shall we?
- Extremely high polycount for a basic enemy* (9.7k!) which has been reduced to 5.7k, retaining most of the shape.
- No definable feet. This bothered a lot of people.
- Limited animations. Consider that the wolves had ambitious goals set for them, but only 5 animations to their name - idle, walk, slash, jump, fall - excluding the two variations of being hurt.
- A UV map that wrapped poorly. This didn't help when I wanted to texture on swim trunks for the wolves or other plans for later stages.
*Carter's polycount was extremely high (5.8k) but this has been cut down with a new skeleton, with new animations. He's now 3.3k.
So, the NEO WOLF is set to accomplish that. He has a climb animation, but the climbing needs a different routine since the wolves are meant to climb walls differently than Carter does.
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DAM DANGER
As I think I've mentioned, I've redone the intro level. The tutorials felt too clunky and despite me handholding players, this assumes that all players were too stupid to realize how to move around. I've scrapped the tutorial texts despite the amusing idea of Carter talking back to the tutorial, because a well designed level appeals to me more than a tutorial altogether. The ONLY part that I think that really deserves a bit of a tutorial is knowing how to aim the pot in different directions, which has also been adjusted somewhat.
I've included a small tour via screenshots through the level itself, so if you wish to look over them and look through the stage, feel free.
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MONDALE & BAYOU BOLT
First off, I've been told that Mondale the Unicorn actually looks better as being pink or some form of pink color. I don't quite agree. What are your thoughts and why?

These screenshots show the development of the unicorn "bonus" stages. I have my own reasons for including this along the way, but basically this'll be a neat little extra thing for players to look out for in each stage. To access this, you must find Mondale who's been trapped in some part of the stage, and rescue him. Once you get to the end of the stage, you'll be able to hop on top of him as he's waiting for you at the exit.
The controls of the bonus stages are a little different - you're stuck on rails, being confined to moving merely left or right on the rail, while you're able to jump and barf projectile rainbow vomit. The vomit is useful to destroy barricades and enemies in the way, but otherwise you've got to weave out of the way or jump over obstacles.
The unicorn stages shouldn't be that lengthy or difficult, but I do want to make them interesting, especially if they'll hold some nifty "secrets", if you will.