The Editor
Widget
One of my personal biggest issues has mainly been fixed by using a different sized monitor. I couldn't see the widget before but can now. I still would prefer to have some short-cut keys for each function that's in the widget. This is because when I work on things in any software i tend to do it very quickly as I also multitask.
For instance moving the mouse to the left go grab an entity from the list - at the exact same time that I delete a currently highlighted object on the map. It would be nice if the delete key would delete a highlighted entity so i dont have to find the widget tab each time. Thank you so much for adding the delete shortcut key!
Free Flight Mode
For some reason I'm constantly trying to access a highlighted entities properties by right clicking it. However this just activates free flight mode. Also I'm compelled to use right click when in terrain editing mode to lower the terrain but it activates free flight mode. I'm not sure why I can't seem to get used to the right mouse button doing this. Perhaps I just need more time using GameGuru and less time jumping between other software which requires the right mouse for a lot of functions like this. I personally would have preferred an icon for Free Flight Mode that toggles between itself and Top Down View. That way we could just click that with the mouse to switch the views. Just my opinion.
Scale Tool
The scale tool was a great addition to the editor but I think there needs to be some type of way to reset an entity's scale to default. Not a must, but it would be useful. I have at times mistakenly scaled something without knowing and then gone on to other tasks, eliminating my ability to undo my action. Then when i test my game realize the entity has been scaled. I try to manually fix it but since we can't actually type an exact scale number - it never ends up on the right pixel height it originally was set to. I often have to delete an entity that has been scaled incorrectly and bring in a new one to replace it. I also have much difficulty using the scale tool while in free flight mode and things go crazy if im too close to the entity in this mode.
Spray Mode
Spray Mode: If you click on an entity and then press I and place it on the map it just places on entity at a random location. I understand that you now have to hold shift at the same time, however the entity doesn't turn yellow like before, to indicate to the user that he/she is about to spray that entity all over the place (or not).
Custom Terrain / More Terrain
One thing that I have noticed brought up many times in the forums and its actually a feature I was hoping for when GG had its first release (as Reloaded) - is the ability to add custom terrain or additional terrain to the same map. I know how to create a new custom terrain set but I find we are quite limited to just 4 types per map. I'd love the ability to have a lot more terrains to paint with on the same map. Nothing drastically important but it would be nice in the future.
Game Play Experience
The (single player) games you can make with Game Guru don't have the same quality of game play that most general 3D games provide. While we can spend lots of time on visuals and making all kinds of wonderful looking models and visual appealing things the actual game play factor lacks heavily and its not entirely all due to level design.
Water
With the engine starting you off with the ability to expose water its usually the first thing people tend to do when they open up Game Guru. Unfortunately you end up finding out very quickly that the functionality for water isn't yet worked on. So the player cannot swim or interact with the water. This makes for some very unrealistic maps as the player dies when he steps into it. I understand that this feature will be coming sometime down the line - but i really do think its an essential, considering its the first thing people tend to play around with when building a map and its the first problem they tend to discover. Visually having water in your map looks great in screenshots but has no gameplay value to it what so ever.
Melee Enemies / Zombies
One of my biggest issues with the melee AI with zombies and other characters is the damage that is inflicted to the player seems to drain your health rather than have a single delivery. This makes it impossible for a player to survival even being near a melee character for more than 5 seconds. There is no actual battles you can create for your players to engage in due to this flaw. I always reference FPSCx9 but however the zombies and alike from it functioned very well when engaging in a melee fight with the player. It was simply fun and in GG it is not.
This brings me to another issue I have with the melee AI. A lot of enemies are able to hit you at a great distance. Sometimes through walls and fences. A good way to see how far they can hit you from, is to test in 3rd person and watch how far a zombie can hit you from. Its not realistic and makes the gameplay far too challenging. When dealing with a swarm of zombies you expect your player to have some ability to navigate through them, but its impossible if they can hit you from quite a distance away and drain your life instantly. So the attack AI needs to be greatly improved for melee characters.
Enemies With Guns
The enemies that use weapons don't seem to ever back step. They just love getting up in your face like an annoying mosquito. This becomes a problem when the player and the enemy collide physically. Most games today don't allow for enemies to shoot at such close range. They tend to try to get out of melee radius of the player so it can then shoot him/her. You can tell a bad game when an enemy runs right up to your face and shoots you. An example of a good game would be Fallout for example: the enemies are programmed to get within a specific radius of the player depending on what type of weapon it has equipped. It also has a limit of how close it should be to the player. For instance you will never see an enemy with a rocket launcher or a shotgun shoot at close range. You may see this in multiplayer games among players but it just doesn't commonly happen in single player top-notch games, as its not realistic and its more annoying than anything.
An example of how the AI should be designed in the LUA:
Enemy with Melee Weapon = aware radius 650 | attack radius 90 | step back radius 80
Enemy with Handgun Weapon = aware radius 650 | attack radius 500 | step back radius 100
Enemy with Shotgun Weapon = aware radius 650 | attack radius 450 | step back radius 150
Enemy with Grenade Weapon = aware radius 650 + attack radius 500 | step back radius 400
Enemy with RPG Weapon = aware radius 1250 | attack radius 1000 | step back radius 400
Enemy with Sniper Weapon = aware radius 1500 | attack radius 1200 | step back radius 200
Aware Radius would tell the enemy to get in attack range (radius) of the player. Step Back radius would tell the enemy its too close and has to move back to attack radius before it can use its weapon, if player remains within melee range for too long it will use a melee attack on the player (switch weapon or kick). The numbers i'm using don't reflect the true distance within GG, they are just examples.
* For whatever reason the enemies' running animations don't look as smooth as they used to. They seem a bit jittery.
* Enemy muzzle flashes don't seem to be working anymore.
Sound
It doesn't seem like the sounds during gameplay are occurring in 3D space. I could be wrong, but it seems like if a sound emits from a great distance from the player... the player can still hear it as if it was close by. I noticed this at times with the zombie growls. It almost sounded like they were right beside me yet they were barely in view. 3D sound isn't just some time of way of making things sound nice. Its actually a device players use to indicate the proximity of events, enemies and alike.
Randomized Sound Effects
Some more sound variety would be nice as after a while the game feels very static. Reminds me a bit of some old Playstation 1 games. I believe there are some randomized sounds going on in GG already - like the player step sounds seem to cycle through at least 3 different sound files. There needs to be more of this. For instance the male player death sound is only loading one wav file, yet there is a "finalmoan2.wav" file present in GG that I don't think I've ever heard during gameplay. I think the death sequence should randomize between the two. Also when explosions occur its quite important to have a variety of sounds in the event that multiple explosions happen to close together - it sounds quite artificial if only one sound effect. Fallout uses at least 5 it plays randomly from. Makes the game feel a lot more dynamic and real, audibly. The quality of sound is so much better where there is a variety to it.
Performance
I don't really have a solution for this but I noticed the trees tend to be the biggest FPS drain. My only suggestion would be to have the trees use billboard LODs when extremely far from the player.
That's about all the things I felt were incredibly lacking with GameGuru at the moment and why I can't treat it with any commercial use. Here are some of the features I'd love to see worked on after the core stuff is touched on.
Feature Wish List
Post Processing
I really love the work that is currently being done with the post-processing and I'd love to see all the ones we had in FPSCx9 added / reinvented as well. Like the night-vision one was one of the coolest.
Weather
Volumetric rain and snow that moves depending on if the player is moving forward or backwards or left to right. Some post-processing shaders could come in handy here to for effects like wet lens and such.
Inventory Menu
Lee, you had some really interesting prototypes going way back. Would love to see them make their way to GG in some form. With all the work that Dvader has been doing with his scripting skills making those RPG demos - really makes me wish we had something more visual. For buying, selling, trading. This could lead to a dialogue system to. Rather than just the one liners on the screen.
Day and Night Cycle
I'm assuming this will be possible in the future and I can't wait to see how it turns out. The mock up version we had previously wasnt too bad. Just needed some more touches. As we will need it to modify the atmosphere lighting depending on the time of day... and also modify the lightray depending on the time of day. Also the colour of lighting surface, fog etc. So a lot of work would be required for this but its one of those features that you kind of expect when your generating a big open world. Should be worth the wait when it comes around.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT