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<blockquote data-quote="Drahkar" data-source="post: 5280972" data-attributes="member: 93780"><p>The true power of FG2 in my opinion is the fact that its a true framework environment. If you were to put in a empty base.xml file for a ruleset, there would be nothing there except a desktop and some dice. Even the chat window is built within the framework. That fact gives you a massive amount of development potential for a ruleset. You can, quite literally, develop the interface to cover almost anything. The only limitations to what you can do is in regards to items that require changes to the framework itself. For example the loading and campaign creation screen. </p><p></p><p>Each type of resource within the application has a set collection of functions that get called by the framework at specific times. These default ones can then be used to expand out and create a wide variety of features within the environment. This is also a full Client/Server environment so added to this is the fact you don't have to ever worry about the state of an external server environment.</p><p></p><p>There are a lot of people who often comment about centralized chat and logins, VOIP, etc. But I'm glad that these are not the focus on the software. Instead they are developing a true programming framework that allows the person developing the ruleset to create a vast amount of functionality. And once those features and functions have been created within the Ruleset, anyone playing that ruleset can just used them. Not added setup required! Instead they can focus entirely on content, stories and Roleplaying. That is a <strong>-huge-</strong> deal when it comes to getting a game up and ready for your players.</p></blockquote><p></p>
[QUOTE="Drahkar, post: 5280972, member: 93780"] The true power of FG2 in my opinion is the fact that its a true framework environment. If you were to put in a empty base.xml file for a ruleset, there would be nothing there except a desktop and some dice. Even the chat window is built within the framework. That fact gives you a massive amount of development potential for a ruleset. You can, quite literally, develop the interface to cover almost anything. The only limitations to what you can do is in regards to items that require changes to the framework itself. For example the loading and campaign creation screen. Each type of resource within the application has a set collection of functions that get called by the framework at specific times. These default ones can then be used to expand out and create a wide variety of features within the environment. This is also a full Client/Server environment so added to this is the fact you don't have to ever worry about the state of an external server environment. There are a lot of people who often comment about centralized chat and logins, VOIP, etc. But I'm glad that these are not the focus on the software. Instead they are developing a true programming framework that allows the person developing the ruleset to create a vast amount of functionality. And once those features and functions have been created within the Ruleset, anyone playing that ruleset can just used them. Not added setup required! Instead they can focus entirely on content, stories and Roleplaying. That is a [B]-huge-[/B] deal when it comes to getting a game up and ready for your players. [/QUOTE]
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