Originally Posted by
esmdev
My personal thinking is why wait for FGU when it could be years before it comes out. FG is current available, consistently updated and extremely versatile. We already know that FGU will use the same UI with some extra features, so it might not even be important to upgrade for awhile after it actually comes out. I'd wait for awhile anyways just to let them sort out bugs and such.
I'm not sure what your level of experience as a software developer is, but my experience is that after a decade of consistent development and upgrading software gets pretty complex. One thing to remember about Fantasy Grounds is that it has passed hands from one company to another, and from developer to developer going all the way back to 2004 (development probably starting before that). Different developers with different writing styles (and level of commenting) can significantly impact the time it takes to make changes. Translating those changes while keeping the same functionality can be quite a lot of work. I'm not sure if you've ever done a major migration from language to language and platform to platform (as in COBOL to C++ and Mainframe to Windows) but it isn't a picnic.
It is mostly speculation but I assume that FG is written in C or C++ at is core. For Unity you would likely want to (not need to, but want to) migrate the code to C#. While Unity will handle a lot of the graphical work it still needs to be setup and organized to handle the specific functionality that FG already has. You (or I) don't know that FG uses an off the shelf LUA or XML interpreter, both could be custom.
Short of actually seeing the source code it would be difficult to compare it to an actual AAA game, but also the question you'd need to ask is what sort of AAA game are you talking about? They already excluded MMO, and also didn't indicate a timeframe. In it's era, Zork was an AAA game. If you take out the real-time graphical and replace it with turn-based token it is probably at least as sophisticated and versatile than some of the older MMOs, especially the ones initially written in 2004. One comparison I'd make is Neverwinter Nights (specifically 2002 Bioware) the DM capabilities in this game are quite a bit more robust than what a DM could do in NWN. You can build new powers, write new races, classes, backgrounds, items, spells, etc. Of those abilities within the actual toolset you could only add new items in NWN. The effects ability in the NWN toolset is quite limited compared to what is possible in FG. The point is if you compare a AAA game from about the same timeframe (that was in development for a lengthy time) FG actually stacks up quite well.
Anyways it's easy to say without knowing the actual situation that something shouldn't be so hard, but sometimes it is much harder in reality than it appears from the outside looking in.