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I am highly skeptical of the Unreal VTT
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<blockquote data-quote="Imaro" data-source="post: 8744757" data-attributes="member: 48965"><p>Bolded for emphasis... it does not. I'm not sure how to explain this any better than I have. A VTT is not a videogame you keep speaking like this requires level design, coding for interactions, movement, animations, etc. and it simply doesn't.</p><p> </p><p>No one claimed that it's a "lightweight browser-window thing" but it most definitely isn't a videogame and doesn't require anywhere near the coding complexity of a videogame or even the complexity of most basic business apps. They haven't promised that it automates anything, nothing moves, no animations... this is a fact not an opinion. Is it more complex than Roll20...sure, as complex as Neverwinter Nights... not even close.</p><p></p><p></p><p>I didn't mention anything being pre-developed. But they only have to make 1-10 models for tiny, small, medium and large humanoids and then re-skin. And they already have some of the models as evidenced by the in-game footage they showed. You're assuming this VTT will be running the game for you and that's not the impression I got from what they showed. It might eventually get there but integration with D&D Beyond to start could be as simple as allowing you to roll dice that add modifiers... beyond simple integration and we are getting into the realm of your expectations for what it will be as opposed to exactly what they said and yes, they may not meet those.. </p><p></p><p></p><p>I think if you knew what people have done with UE5 in the short time it's been available (with videogames and cinema) you might not think that. I don't believe it's been noted as hard to design or develop for and most UE4 developers say it's leaps and bounds beyond UE4 in capabilities and ease of use. I think they already have a grasp on how to create the models and skins for it (again as shown by the pre-alpha in-game footage) and if that's pre-alpha they will probably polish it even more. I don't think they need a stop gap, they just need to be careful about overshooting what they can accomplish from an automation and functionality side. If they keep scope creep to a minimum and aim to bring the basics first on a strong foundation this will probably be ready in 2 years time.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8744757, member: 48965"] Bolded for emphasis... it does not. I'm not sure how to explain this any better than I have. A VTT is not a videogame you keep speaking like this requires level design, coding for interactions, movement, animations, etc. and it simply doesn't. No one claimed that it's a "lightweight browser-window thing" but it most definitely isn't a videogame and doesn't require anywhere near the coding complexity of a videogame or even the complexity of most basic business apps. They haven't promised that it automates anything, nothing moves, no animations... this is a fact not an opinion. Is it more complex than Roll20...sure, as complex as Neverwinter Nights... not even close. I didn't mention anything being pre-developed. But they only have to make 1-10 models for tiny, small, medium and large humanoids and then re-skin. And they already have some of the models as evidenced by the in-game footage they showed. You're assuming this VTT will be running the game for you and that's not the impression I got from what they showed. It might eventually get there but integration with D&D Beyond to start could be as simple as allowing you to roll dice that add modifiers... beyond simple integration and we are getting into the realm of your expectations for what it will be as opposed to exactly what they said and yes, they may not meet those.. I think if you knew what people have done with UE5 in the short time it's been available (with videogames and cinema) you might not think that. I don't believe it's been noted as hard to design or develop for and most UE4 developers say it's leaps and bounds beyond UE4 in capabilities and ease of use. I think they already have a grasp on how to create the models and skins for it (again as shown by the pre-alpha in-game footage) and if that's pre-alpha they will probably polish it even more. I don't think they need a stop gap, they just need to be careful about overshooting what they can accomplish from an automation and functionality side. If they keep scope creep to a minimum and aim to bring the basics first on a strong foundation this will probably be ready in 2 years time. [/QUOTE]
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I am highly skeptical of the Unreal VTT
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