Ranloth -> RE: =ED= April 14th, 2015 - EpicDuel: Biobeasts (4/15/2015 16:01:02)
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Few more quotes from NightWraith and Rabble regarding why porting wasn't done nor will be, at all: quote:
I'll echo Rabble's comments. If it were easy to port Flash to Unity, there would already be an AQ Mobile, DF Mobile, etc... We wish it were that easy, but it's not. All of the code would need to be thrown out and rebuilt and the art assets would need to be converted into a format Unity could use. By working on a smaller project, we can learn the entire process of building a Unity game from start to finish with less chance of encountering staggering roadblocks. quote:
I'm glad you think so highly of our abilities! The reality is that Unity is a vastly different platform than Flash, and our art assets and code would not port over in any straightforward way. There's also always the expectation that EpicDuel 2 or ED Mobile would be at least as large as current ED is. Taking on a project that large without any prior experience with Unity would be extremely unwise since we would have to learn absolutely everything. With a smaller-scope project we can focus a smaller slice of that knowledge and not have to worry about the monumental tasks such as server development, security, connection stability, etc. quote:
You're still vastly underestimating the time required to do what you're saying. Trust me, if we had an easy way to port ED over the mobile devices, we absolutely would as soon as possible. To take each of your points individually: 1) Sprite sheets and animation. As Korin demonstrated (better than I could), it's not a simple task to move anything into Unity without a massive file size and rework issue. Nearly everything is animated, and animations in Unity function differently than Flash so none of that would port smoothly or look good without so much rework that we're basically recreating every single item, class, skill, interface, button, etc. That alone is a staggering amount of work that would take months, not to mention that a lot of it is no longer up to the level of quality we would be happy with due to the natural increase in skill we've seen over the years. 2) We would not be happy just porting ED onto a phone and calling it a day. We've learned a lot over the years about design, gameplay, clarity, etc, and would want to build that into the game to make it better where we can. Again, we'd essentially be building a new game, even if it had a lot of the same fundamental elements to current ED. 3) C# actually is significantly better for development than JavaScript. It has better performance, is easier to test and debug, and is generally more feature-rich for the types of stuff we're doing. AS3 is not a scripting language, and across AE the majority of our Unity codebase is done in C#. The learning curve for us is almost negligible, so that's not the issue. The problem is that no matter what language we choose, it's not AS3, and it's not on web and so on, so everything would require a complete rewrite. Even if we were still able to use ActionScript, the game would necessarily have to be so different that our existing codebase would not be terribly useful. Our server code is also done on a MASSIVELY outdated platform that is no longer supported officially, so that is out the window. All in all, you have to trust us that we've considered in great depth what kind of effort would be involved in a project like ED Mobile, and it would be immense, regardless of what shortcuts we tried to take. That on top of trying to learn an entire new tech stack is a recipe for disaster. We would rather take a more sensible approach and continue supporting ED instead of trying to replace it.
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