
12-23-2010, 04:13 PM
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Posts walls of text
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: Aug 2007
: based damage system
: 4,751
Rep Power: 31
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A possible explanation for the terrible menus: http://www.neogaf.com/forum/showpost...postcount=1014
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I wanted to quickly touch on this last point now.
The original game had a UI written using a system called "game-swf" (google it) this was probably the very first game to have a Flash UI system.
The way it was implemented means that it's code is tied directly into a bunch of the game engine, something we didn't want to really mess with on the PC version, as it would have added a fair chunk of time to the development.
It's actually a real pain as ANY updates we had to do (just adding the QUIT option to the main menu) took us a couple of days AND we had to use "Flash MX" from 2003/2004 to do that. If we used Flash CSx to do it and exported as a FlashMX movie it didn't work, so we literally had to get the old tools.
For the PS3 version we're looking to go with Scaleform, which handily allows easy mouse on/off etc. So as I sit here right now we WON'T update the UI in the current version, but when we pull the HD update from PS3 to PC we will likely bring Scaleform with us.
It's all about time/cost etc.
We have NEW Oddworld projects to start in February that mean the team on PC Stranger do need to be finished with updates in January, so whilst this might not be the best news, please be aware that it IS something we've thought long and hard about, and it is something that, touch wood, will be fixed with the HD update later.
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