Hi SgtBrown.
Getting higher resolution textures into the engine is relatively easy, but not so other content. The import function needs a lot of work. There is no progress bar, no feedback on how many polygons the import routine can handle, and a lot of the time it will fail, which means a visit to the task manager since GameGuru just hangs. There also needs to be a greater number of import formats supported, even .DBO is not supported. Most of my assets are in FBX format, but at this stage, and given the performance of the engine, it is just not worth round tripping assets through external programs to get them into the engine.
Given what Lee has stated in response to some of my other posts though, I think GameGuru is never destined to become an AAA engine.
Quote: "@Polaraul : I think your observation about the tug of war between 'production quality tool' and 'quick & simple game making' is very apt and does give the impression of Game Guru serving two masters and failing to excel in either camp. The general feeling internally has been to aim for 'easy game making' and away from 'professional game making' which of course means demoting the importance of producing a game that might compete with triple A games of the day, and by extension avoid competition with certain larger and much more established development suites. Given the size of our team (two full-time programmers and several ancillary team members), do you feel we should be aiming to compete against the might of Unity and UE4, supporting the same features and level of depth as they already provide? Given the answer might be no, would you feel adding 'AA, AF, 2K textures, FBX support and professional level GUI for world editing' are the things user who are new to game creation might need to make their own game? Would you say we have the 'basic game making elements' covered for these types of users, as opposed to the more seasoned game developer who are looking for more depth? Happy to open these questions to all!"