If you want Unity to function fast and efficiently, Cache results from GameObject.FindXXX()/GetComponent(), pool things instead of Destroy() and use them instead of Instantiate(), stop moving static colliders around (including colliders attached to animated bones) (Very large performance impact, and not even mentioned in the Unity manual
), actually learn how the Forward Rendering works so you can use pixel lighting efficiently (very important), and static batch all the things (even if you have to do it by hand). Batch like its the end of the world!
I've been pleasently suprised by what I have been managed to squeeze out of my phone with it, including 60fps complex scenes with realtime pixel lighting + complex shaders, and some complex skinned models in the tens of thousands of triangles.
From what I have seen of the game, if they are getting poor performance, its because they are doing something wrong.
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On flight physics: Yes please. I would like to see some complex flight physics, one where you can't stay still (or at least not for long/easily), can't fly backwards, have to build up speed etc.
Subsystem damage would also be cool, to avoid the "Get stabbed in the toe and die" thing that happenes too often for large things. Maybe damaged wings are aerodynamically less effective, and stuff like that. It might also help differentiate the game mechanics from a standard RPG (I hope this doesn't do what The I Of the Dragon did and just do a standard ARPG with a dragon player model).
Also the animations are
real bad. I don't get why so many smaller 3D Indie games struggle with the animations. If your going to be controlling a large creature like a dragon, the animations are extremely important to convey a sense of size and scale of your character. For example, they need to "throw their weight" around more while moving. I also think they need to debulk the models somewhat (especially the non-wing limbs), make them both more slender and muscular (instad of just "thick").
It gets increasing hard to fly as things get larger, so much of their mass should visually appear to be devoted to flying. Maybe also increase the wings surface area. (the dev art has much better looking dragons then what is in the game IMO).
I'm going to hold off on paying money for this though. It's too early to judge one way or the other whether the developers are actually competent enough to pull this off decently. I am sure going to follow it though.