I've just recently started programming using Unity and made a couple of games with it, I'm trying out more and more advanced stuff as I do more games, but right now...
I'm trying to make a game that's basically a way simpler clone of pokemon y/r/g/b (I'm only concerned about tile placement, player movement / collision, and dialogue boxes at this time)
I tried about 3 methods for tile placement and found that using a mesh worked best for me (using tiled and tiled2unity) and imported the tmx files into unity.
Now, I just dont know where to go from here.
Starting with the player, I don't want to add physics since most games like this doesn't really have physics involved. So I tried adding a box collider to the player then a controller that uses transform.translate. Unfortunately, I dont think the colliders work nicely with transform.translate.
In this scenario, is the best setup for the player simply just using a kinematic rigidbody2d then adding the code/methods to collide with the map? Also since translate might be a bad idea, is transform.position a better alternative to use? (note that the player moves in increments in a "tile-like movement", any comments or suggestions?)
I'm also quite surprised by the lack of simpler games such as this one. Most of the examples I can find online are physics based platformers and top-downs that use code like velocity, addForce, with physics components involved. Any available source code that I could study would be welcome.
(I've also posted this on Unity Forums but people frequent here more often)