Thread: Fantasy Grounds Unity engine
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May 5th, 2018, 17:39 #931---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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May 5th, 2018, 18:23 #932
- Join Date
- Sep 2007
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- Denver, CO
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Thanks, Carl! Great info, and understood about the technical issues with implementing child windows, and the difficulty with implementing new features in general while also doing this massive move to a new engine. SmiteWorks does a wonderful job, especially considering the small team size. Everything concrete I've seen about FGU (info like your post, videos, etc.) has looked fantastic!
I just hope discussions about imagined new features (especially the more challenging ones) don't come across negatively to you and the other developers. That's not at all the attitude I have or intend to present, but written text is bad at conveying that. Speaking for myself, I just love this product so much, it's easy to get excited about the prospect of it getting even better! I hope these kinds of conversations throwing ideas around end up being a net positive for everyone and the product, and not too frustrating to the developers and moderators.
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May 6th, 2018, 10:19 #933
I agree completely. I'm aware SW doesn't like to offer timelines and I agree for those reasons. That being said, is there any inkling of a general sense for an upcoming beta period or demo? As in, are we potentially months away, years away, completely unknown, etc.? I only ask because like everyone else, I'm greatly anticipating FGU's arrival and am on the edge of my seat with anticipation. Thanks for any info you may be able to share!
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May 8th, 2018, 21:42 #934
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,422
There are a few unknowns and portions of the design we need to work out still before we can begin to look at putting timelines on anything. A lot of things that seem like they should be easy or simple designs at first glance end up taking a lot more time than we would like to build the way we want. Once we feel comfortable with something people can actually use in a live game, we'll begin being more open about timelines and plans. I've found that building up excitement and missing expectations is worse than just waiting until things are ready (at least for an established product).
Regards,
JPG
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May 8th, 2018, 21:45 #935
First rule of software development, Moon...everything costs more and takes longer.
I'm not stupid, I'm not expendable, and I'm not going!
(But I'll happily be GM...)
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May 8th, 2018, 21:47 #936
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May 8th, 2018, 21:47 #937
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,422
I know! That's why I'm the one staying on top of setting expectations for FGU appropriately. A lot of people have a lot of ideas of what they would like to see, including our own team.
Regards,
JPG
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May 8th, 2018, 22:55 #938
To many other companies have announced dates that were never met and really kind of spoiled there reputations with the community. I'm glad that you guys are not.
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May 8th, 2018, 23:08 #939
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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May 9th, 2018, 22:46 #940
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- Sep 2007
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- Denver, CO
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Here ya go!
https://www.fantasygrounds.com/forum...n-drawing-text
I did a little testing first and images don't seem to be the problem at all, but simply drawing text is!
I'm not expecting this to change until FGU anyways, but I figured it was still worth posting what I found. Maybe it'll help.
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