I took a few hours out to answer many of your questions and concerns. Here they are in some kind of rough order:
@Argent Arts : The sort of NDA was to do with the semi-silence, not the bug fixing. The work done in the last few months includes bug fixes, but as they are tied closely with the new features you will not get them right away. It's any consolation, the fixes did not affect the lighting or memory issues. For these fixes, watch out for news in June.
@rolfy : When one cannot reveal what one is working on, all one has is smoke
The work has mostly been on VR and Multiplayer. Bug fixes have been incidental rather than primary. You will get most of the bug fixes applied to the current public build, not this 'new featured' version.
@Bored of the Rings : I am not assigned to the AppGameKit project, that's Paul
I am assigned to GameGuru. I remember similar rumours that GameGuru was dying around the start of 2018 but then we seem to have found the time to code an Improved Weapon System, Support for FBX and Importing, Improved Scripting System, Improved Particles, New Physics Shapes, Improved AI, Improved Custom Projectile System, Shadow Improvements, Visual and Memory Improvements, Underwater System and New LUA Commands. You will know when I am no longer working on GameGuru - it will no longer be for sale
@Honkeyboy : Thanks for your words! I have been running forums since the beginning of time it feels, so I am used to having small chunks ripped out of me when justifiable frustrations are on the rise. It can get a little demoralising at times, but after reflection, it's an honest picture of the state of things and at least this way I can see what needs to be done, even if I have no time to do much about it right away.
@Ertlov & Tarkus1971 : I think these would be features more than bugs, but like all things in life we could argue everything is a bug by the simple fact its available as standard in other engines and not in GameGuru. All cars have steering wheels, if yours does not, it's a defect. But steering is a critical feature - mandatory functionality, so its absense is definately a bug. But what about a radio. Your car does not have it, is it a bug or a missing feature. Your car still gets you from A to B, so maybe its just a missing feature. If every other car in the world has a radio, but yours does not, is it still a missing feature or a critically missing component of what is known as what you get in a modern car. Your game does not cast dynamic shadows from a moving light source, does this mean you cannot make a game. No, but every other engine can do it, so is it a defect or a missing feature. Are defects simply the absense of something that was expected, or something that is broken. I personally would prefer to think of bugs as 'broken things' (shattered, fragmented, splintered, crushed, snapped, torn, ruptured, separated) and everything that leans towards the 'missing feature' as more towards tweak, improvement and new feature. Interested to get your views on this as literally any post I start with the theme of 'bugs' always ends up attracting what I would consider an element above 'bug' and below 'new feature'. Thoughts welcome!
@MooKai : Those scenes heavily rely on pre-processed lighting information. Not ideal for real-time rendering. If you are looking for this level of graphical quality in real-time I am pretty sure GameGuru will never achieve this (my team 'well me' is just too small and underfunded). You are best looking at more established AAA engines who already have this 'out of the box'. Definately check out the latest Unreal as it's now offering some very attractive options for game authors on their new store!
@Belidos : The Finger; nothing so crude, just letting you know as much as I can reveal for the moment. Bug fixes are on the way, as promised! It would be better to say "TGC have been terrible at communication this last year" rather than "TGC always have been terrible at communication". We used to have daily dev blogs before they where deemed too informal, and we have recently resurrected the newsletter so do want to find solutions to this communications gap. I would really like to run weekly YouTube and Twitch broadcasts just ranting on about dev stuff and what you can do with GameGuru but as I'm the only code monkey around here, I don't have the time left to write responses (like this one).
@Corno_1 : I've been angling for freelancers for over a year now but I did not get many takers, so it was really just me having to do most of the coding. As the freelancer appeal failed, one of my goals for 2019 with this other 'soon to be completed' work was to create a new revenue stream that would allow TGC to expand the team on GameGuru, and grow the engine that way, so fingers crossed that works out (again more details when I am allowed to talk more about it).
@Loretta : You got it in one. Your existing GameGuru games will run in Microsoft Mixed Reality VR initially, and eventually port over to OpenXR which is a cross-fragmentation solution to support all mainstream VR hardware on the PC. It's actually pretty cool using your Motion Controller laser to pick up an entity in your GameGuru level and throw it across the scene
@devlin : Certainly post your issue on the GitHub issues tracker. It may already be there, but better have it recorded twice than not at all. I agree this clipping issue really gets in the way of a good TPP experience.
@Defy : I often use in my replies that most of the 'story/narrative/adventure/conversation/items' logic can be done with scripting, but I have come to learn this last year or so that most users do not want to script in any serious way and its especially a bridge too far for users who prefer GameGuru's other 'rapid development' features. Would it not be a good stop gap to provide a library of simple scripts that can be chained together to create the specific logic you need (i.e. (a) talk to character, (b) find item, (c) return item to character, (d) door is opened, (e) character guides player through door, (f) character freezes player, (g) character gives evil plan speech to player, etc). I am warming to the idea this would allow scripters who can code to create these blocks, but they are accessible in a generic way to users who just want to click them together in a long chain and see the result in their game when triggered. Of course, this is a feature, not the subject of this bug thread, but you started it
@3com : One of the bugs I snagged while working on my secret NDA flavoured new GameGuru features was a fix for the AI floorzone navigation which allowed characters to walk up and down a complex interconnected structure. If you can repeat your issue in the issues tracker with pictures and step by step, and remind me of my AI floorzone fix, I can combine them for a fix in the June update if you like.
@reliquia : I agree it has been a bit of a black-hole adding these new 'sort of NDA' features, but at least this time I've kept them away from the core build which means less 'new' bugs in 2019
Hopefully I can start talking about the work I have been doing real soon to the community, and reveal more of the plans to squash those pesky bugs. Sorry to see you go, and best of luck for the future Reliquia! You are always welcome
I am looking forward to sharing news of bug fixes soon, and in the meantime, my sincere apologies for the delay in getting a new update out to you, and moreover, for keeping you in the dark for so long. I could end with 'the best things are worth waiting for', but I don't want to chance my arm (and neck), so I will instead finish with thank you for your remarkable patience and loyalty, and I hope to offer up a small morsel of news flavored hope later this week.
PC SPECS: Windows 10 64-bit, Intel Core i7-8700K, NVIDIA Geforce GTX 1080 GPU, 16GB SYSTEM RAM