A few questions seemed to come up over and over on the various Undying forums, so we've compiled them here to hopefully help someone out. Most of these responses are just answers from Undying programmer Richard 'Keebler' Benson, rewritten to make it look like it was us :)
Why the cartoony weapon/spell/inventory icons?
The icons were designed to be easily destinguishable. When you're using the spell/weapon wheel you need to get to an item quickly so as such we tried to keep with unique colors and simple shapes that are easily recognized.
Also, it's nice to be able to know out of the corner of your eye what weapon/spell you have without necessarily fully looking down in the corner
Any word on multiplayer yet? It will happen if it's justifiable. If sales are strong and the community is supporting the product, it gets done. The Undying series is officially dead and there will never be any additional data or assets released for it.
But you used the UT engine!
Just because UT has low-level support for networking and multiplayer doesn't mean that it's trivial to get Multiplayer for your game working.
How do the savegames work?
Undying stores all savegames, but you can only access the twelve most recent ones. To use the older ones, you have to manually delete or rename the newer ones in your /save/ directory.
Was supporting D3D and Glide easy?
For Undying, supporting Glide wasn't trivial. Yes, UT had Glide support, but everytime they added a new graphics feature, they had to program the D3D version and the Glide version.