Very interesting update.
I think a lot of us will be worried that this will lead to yet more stagnation of the game, however if it works as intended it could be the solution to that very problem..
On the other hand, at this point, most of us who are still interested are in for the long haul, so the delay while transitioning won't make much of a difference. A key element of trying this would be knowing when to cut your losses if it's not working. A hard one to judge indeed, but important. Deciding to go back to Phoenix six, eight months in to working with Unreal could really put the nails in the coffin.
What could make this really worth it is stuff like Multiplayer/Co-Op, which, from what David was saying, wasn't really in mind when designing Phoenix. Mod support using a standard tool would really be excellent too.
The only thing I really, really do not want is the loss of the automatic ledge detection. I understand what you're talking about with regards to it having a lot of dodgy edge cases, but couldn't this be alleviated by giving the map makers more tools? I'm imagining placable zones within which you can't climb, or perhaps one which further relaxes the conditions that enables the player to climb so map makers can set areas where the player can climb where the engine wouldn't let them ordinarily. This way we get the best of both worlds, the automatic edge detection which I'm sure many map makers love, while still allowing those that wish to to have finer control to do so. I really think it would be detrimental to OG to take it out entirely.
All in all, I'm cautiously optimistic.
Some questions:
Is multiplayer now a valid possibility?
Are you going to start streaming more, David, when you start transitioning? I really enjoyed your streams during Under Glass dev.
Aubrey, new graphical direction for OG now?
