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I am highly skeptical of the Unreal VTT
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<blockquote data-quote="Imaro" data-source="post: 8744706" data-attributes="member: 48965"><p>Really? Why?</p><p></p><p></p><p></p><p>I don't, again given what happened with 4e's VTT offering and the fact that the plan for D&D One didn't formulate yesterday... it would make more sense that they have started working on this already. I mean honestly from your posts I think your are vastly overestimating what is necessary for this. It's static assets that have minimal interaction rules (So you don't have models on top of each other) at best... and buildable tile assets. It's Neverwinter Nights with UE5 and minimal coding. they create a range of models and re-skin the majority of them or slightly alter the pose. It's not anywhere near as intensive as desigining a videogame</p><p></p><p></p><p>All they need is the budget to hire contractors. The things skilled developers have already showed off with UE5, as well as what I've read about it seems to indicate it's not that steep of a learning curve. Plenty of studios have released tech demos around UE5 and again... this isn't a videogame, the bulk of the work is creating models and skins for them.</p><p></p><p></p><p></p><p>I'm not sure the vagaries of how they are going to sell something necessarily indicates they haven't started working on it yet. Is a videogame's price set before development starts?</p><p></p><p></p><p></p><p>No it doesn't. It suggests they aren't certain of their business model yet... And yes they could have started some development before the finalized purchase of Beyond since more than likely the decision and talks for that purchase began months ago. You are assuming they want to use or even needed to assess Beyond's tech for a VTT when they could have easily gone the route of assessing how best to integrate different tech with Beyond and thus be working on the VTT separately. My guess is that they didn't buy Beyond without having already chosen this course and assessed the feasibility of creating and integrating the VTT in the timeframe they gave. </p><p></p><p></p><p></p><p>Well I've already stated the reasons I think you're wrong... you're assuming things that just don't seem to make sense.</p><p></p><p></p><p>If all of you're assumptions are correct, sure... if they are correct...</p><p></p><p>1. They publicly announced a released date while in pre-production.</p><p>2. They don't have a VTT that they've been working on and plan to integrate with Beyond as opposed to building it onto Beyond.</p><p>3. They have no modelers, designers, developers who know how to use UE5</p><p>4. UE5 takes considerable knowledge and experience to use</p><p>5. They're business model must be finalized before design & development start</p><p>6. The business model will stall even starting design and development unless it's finalized</p><p></p><p>I just can't believe these assumptions are true and they still chose to announce this. But maybe I'm worng.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8744706, member: 48965"] Really? Why? I don't, again given what happened with 4e's VTT offering and the fact that the plan for D&D One didn't formulate yesterday... it would make more sense that they have started working on this already. I mean honestly from your posts I think your are vastly overestimating what is necessary for this. It's static assets that have minimal interaction rules (So you don't have models on top of each other) at best... and buildable tile assets. It's Neverwinter Nights with UE5 and minimal coding. they create a range of models and re-skin the majority of them or slightly alter the pose. It's not anywhere near as intensive as desigining a videogame All they need is the budget to hire contractors. The things skilled developers have already showed off with UE5, as well as what I've read about it seems to indicate it's not that steep of a learning curve. Plenty of studios have released tech demos around UE5 and again... this isn't a videogame, the bulk of the work is creating models and skins for them. I'm not sure the vagaries of how they are going to sell something necessarily indicates they haven't started working on it yet. Is a videogame's price set before development starts? No it doesn't. It suggests they aren't certain of their business model yet... And yes they could have started some development before the finalized purchase of Beyond since more than likely the decision and talks for that purchase began months ago. You are assuming they want to use or even needed to assess Beyond's tech for a VTT when they could have easily gone the route of assessing how best to integrate different tech with Beyond and thus be working on the VTT separately. My guess is that they didn't buy Beyond without having already chosen this course and assessed the feasibility of creating and integrating the VTT in the timeframe they gave. Well I've already stated the reasons I think you're wrong... you're assuming things that just don't seem to make sense. If all of you're assumptions are correct, sure... if they are correct... 1. They publicly announced a released date while in pre-production. 2. They don't have a VTT that they've been working on and plan to integrate with Beyond as opposed to building it onto Beyond. 3. They have no modelers, designers, developers who know how to use UE5 4. UE5 takes considerable knowledge and experience to use 5. They're business model must be finalized before design & development start 6. The business model will stall even starting design and development unless it's finalized I just can't believe these assumptions are true and they still chose to announce this. But maybe I'm worng. [/QUOTE]
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