Thanks for the thoughts everyone.... On the subject of version chasing Unity 2017 is by and large the same as Unity 5.6 which is what we had started building the next version of the game on. Its just Unity changed their pricing model. One of the best things about Unity2017 is the move from .Net 2.0 to .Net 4.6 with all its async and await goodness (for the technical minded) which will make much of the data loading proceses much better and also make Xbox much easier.
We understand the value of the user course catalog and will try to make the conversion process as simple as possible. As Mike stated we would love to have a little exe that just does the conversion (remember crx to crz) but at the same time that may not be possible without taking away a significant amount of dev time from something else. But we will make it as easy and convenient as possible.
With any development cycle we begin with the engine (Networking, event system, etc) then we move on to Course Forge and then finally the asset loading, game play and the UI. We are currently finishing work on Course Forge. Part of the reason for limited amount of news is that talking about engine improvements is not very interesting and does not mean much to many as it has no real impact on features etc. However for us it means we can finally ditch steam networking and move to Unity networking which will open up cross device multiplayer.
We will shortly be moving on to Game Play and while I have started this the real news here is that we are moving from a player based game play to a ball based gameplay. Many of you will know if all the bugs that were floating around from Alternate Shot which we played Whack A Mole with during PG1. This decision will vastly improve the game flow and allow for much easier game flow mechanics. For example the old concede code was over 200 lines of code. With the new game play it is about 10.
I am sure Mike will do a post once CF development is finished covering the new things that will be in CF.