Here are some official updates directly from the developer (Fenrisus).
We are sorry for the delay, here are some updates.
A better way was found to implent scripts, OTClient uses LUA which is overloaded. This is why this client will be using C# Directly, which will be much better. See the example below
https://i.imgur.com/gIY72IL.png
Yes it looks like OTUI & LUA modules but this was made with C# with some architecture changes.
ie. Making modules now is much more simpler than before, it is also more flexible.
Modules - initialize scripts, scripts attaches to UIWidget class of NGUI
Currently working on removing useless rudimentary from OTUI/OTClient modules that were adapted for Unity.
The client works and is playable, but before the release, more optimizations are needed.
I thought that cloning 1:1 OTUI & Lua modules would be a great idea at first, but after doing that and getting it to work 100%, I tested it and figured out this was a bad idea for this project. That is where there were delays.
I dont want to release a project that has issues, because this may cause a whole cascade of problems because people would be basing their servers on that client.
Just like OTClient, 80% of the issues are caused by bad-planned client architecture at start. And that is what we are trying to avoid.
As a developer this is very important, normal people may not understand this and may want to rush to the release, but trust me, this is not how it should be.
In case of Tibia Unity Client - Using OTUI & LUA modules as it is from OTClient, will dramatically reduce client perfomance and will decrease our client potential itself. It will also create additional issues like LUA support on Web ver. of the client...
Now think with me, if we take LUA/OTUI/OTMOD basic ideas, but instead, just do them completly with C#, and with unity features?
This will the best option, because it will be simple as OTClient modules & lua, but with no perfomance or other issues. Hopefully zero issues.
Development can be found here:
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