Quote:
Originally Posted by Ritual
I have a question
What does adding flash have to do with the network solution and the intricacies of being scaled to an MMO architecture?
If other Unreal games have flash UI already, why would MO be a special case?
Maybe there should be more information on what is going on with the new UI and the complication involved.
I can understand the problem with the AI and needing a patch from Epic, but when it comes to the Flash support I cant see how it relates.
Just curious.
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Yes, other games have a Scaleform API which lets devs use flash for the UI.
But you have to ask yourself how they got that API. I'm not sure, but I don't think they got it automagically included in the UE they got from Epic. They had to purchase a Scaleform license and add the support into che UE source code themselves. And this took the time. Time that SV decided so far to spend on other game systems.
Now Epic is going to patch Scaleform support in the newest build of UE and SV is going to acquire this support "freely". They saved development resources this way, they "just" had to wait.
SV wants to improve the UI in some aspects which are impossible to improve with the UI system they're using now (the one included in UE, to my knowledge). They want:
1) to have a more dynmic UI (to have things such as radial menus, UO-like drag&drop inventory system)
2) to have an UI easier to add elements to (to add things such as the mana bar, which they probably could already add, but would require more development time than with the Scaleform technology)
3) to include "minigames" to handle many skills in the game. For example cartography (paint you map with some tools), I suppose lockpicking (Oblivion-like lockpicking), probably crafting skills (hit the anvil with the hammer, reach the right temperature and so on...), maybe gathering and refining, hopefully stealing and so on...