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<blockquote data-quote="Vivificient" data-source="post: 8917155" data-attributes="member: 6802289"><p>I'm a game programmer. The schedule seems pretty tight to me, though not necessarily impossible. I think it depends a lot on:</p><ul> <li data-xf-list-type="ul">How much do they want it to do? Do they want to track initiative, integrate with character sheets from another app, roll dice, display rules tips, automate hundreds of attacks and abilities, track rations, calculate XP, advise the DM on encounter difficulty, etc? Or is it just going to mostly let you move miniatures around and roll dice?</li> <li data-xf-list-type="ul">How clearly defined and planned is the game design? I.e., how much work are they going to throw out? Do they have all the menus, screens, and interactions planned out, or are they working it out as they go?</li> <li data-xf-list-type="ul">How experienced are the people in charge of development? Do they know how to use Unreal Engine properly? Are they doing things right (to save trouble in the long term) or hacking stuff together (which will make it harder and harder to make progress in the long term)?</li> </ul><p>For a reasonable comparison: the OGL-based RPG game <em>Pathfinder: Kingmaker </em>took about 2 years to develop and was developed by a team of about 350 people (according to <a href="https://www.mobygames.com/game/windows/pathfinder-kingmaker/credits" target="_blank">this Moby Games page</a>). It presumably shares a lot of features with the planned VTT (i.e., it's a D&D simulator with 3D graphics). A major difference is that the VTT will need the full suite of online features: matchmaking, friend invites, streaming integration, store integration, etc. Those things take a fair bit of dev work. On the other hand, it probably won't need some of the CRPG features that <em>Kingmaker </em>had, like overland travel, NPC dialogue trees, quests, hundreds of hours of narrative... unless, of course, WOTC intend to support a full single-player experience, as some have suggested.</p><p></p><p><em>Kingmaker</em> was also buggy as heck when it launched and for at least 6 months afterwards. So WOTC could shave some time off their budget if they were willing to emulate that aspect. : )</p></blockquote><p></p>
[QUOTE="Vivificient, post: 8917155, member: 6802289"] I'm a game programmer. The schedule seems pretty tight to me, though not necessarily impossible. I think it depends a lot on: [LIST] [*]How much do they want it to do? Do they want to track initiative, integrate with character sheets from another app, roll dice, display rules tips, automate hundreds of attacks and abilities, track rations, calculate XP, advise the DM on encounter difficulty, etc? Or is it just going to mostly let you move miniatures around and roll dice? [*]How clearly defined and planned is the game design? I.e., how much work are they going to throw out? Do they have all the menus, screens, and interactions planned out, or are they working it out as they go? [*]How experienced are the people in charge of development? Do they know how to use Unreal Engine properly? Are they doing things right (to save trouble in the long term) or hacking stuff together (which will make it harder and harder to make progress in the long term)? [/LIST] For a reasonable comparison: the OGL-based RPG game [I]Pathfinder: Kingmaker [/I]took about 2 years to develop and was developed by a team of about 350 people (according to [URL='https://www.mobygames.com/game/windows/pathfinder-kingmaker/credits']this Moby Games page[/URL]). It presumably shares a lot of features with the planned VTT (i.e., it's a D&D simulator with 3D graphics). A major difference is that the VTT will need the full suite of online features: matchmaking, friend invites, streaming integration, store integration, etc. Those things take a fair bit of dev work. On the other hand, it probably won't need some of the CRPG features that [I]Kingmaker [/I]had, like overland travel, NPC dialogue trees, quests, hundreds of hours of narrative... unless, of course, WOTC intend to support a full single-player experience, as some have suggested. [I]Kingmaker[/I] was also buggy as heck when it launched and for at least 6 months afterwards. So WOTC could shave some time off their budget if they were willing to emulate that aspect. : ) [/QUOTE]
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