I rewrote my movement script so I can now pump 'infinite' layers for different heights on the map - and the character controller will figure out by itself if it's possible to move from one tile to another, based on the height difference - right now it's configured with a 'jump 1' value in mind.
We just passed this milestone (now we double it!) on our facebook page, and to celebrate we're releasing a still of the "class introduction" trailer/video (which is almost done) that we're making. For those with a good memory, the trailer's style is also works as a homage to the classic Final Fantasy Tactics!
This is kinda minor visual-wise but I finally managed to make the ramps and "vertical" movement to work on our Unity version. There are amazing tutorials out there about this but it took me a while to actually figure out and implement. Hooray!
These past days the theme of #pixel_dailies (at twitter) was #owl. We ended up missing the chance to post at the right time, but SURPRISE, we're posting it anyway! We have a whole place called "Owl's Village" after all, so of course we have owls to show! <3
Here's a small video to show you the progress we're making on the unity's version of FioTactics (which is the 'real' version). In this one you can see a units' panel, the unit detail's panel, and a bit of the world exploration :)