Looks like I have a lot of questions. Here are all the answers from Page 1. Enjoy the marathon read:
@MooKai : Remember you can still use the GitHub issues tracker to record Enhancement features. Once we blitz the bugs, there will be nothing left but Feature Requests, and we will be pulling new functionality ideas from there. Hopefully there will be a way to assign priority tags to the items on GitHub issues tracker
We have already improved the way paths are created for characters, so perhaps there is room here to do something closer to nav meshes to confine your entities to specific areas for pathfinding, I noticed this was how it was done when I saw a postmorten of Borderlands 3. You will get the alpha builds no matter if you select Steam Key or Download.
@shivers : GameGuru Classic will remain on your PC in it's present location. GameGuru MAX will occupy a separate folder so it will not corrupt any projects you are working on. You can of course load your existing levels in MAX to benefit from the new features. All Asset Store models can load into the new product just like the old one, and still support the PBR texture set format, we will be focusing more on how the lighting model takes those textures and uses them the best. Their 'might' be an extra format for HDR textures, but we will see if that is necessary.
@Mipastu : No pressure to buy MAX at all, we will still be maintaining Classic and chasing down those issues the community had been promised. We can decide on a case by case basis whether the community want that feature to work first on Classic, or added directly to MAX. I think it's very likely most users will move to MAX at some point, but we have no intention of abandonning Classic as it is still the product to support the lower-end graphics cards, integrated graphics, 32-bit support and other componenets we may well remove in the final MAX version. As for milking cows, GameGuru actually costs more to develop than it currently earns on Steam, and we are in fact milking our other products to keep GameGuru development going. Also, as part of resolving and completing pledges on what will now become Classic I would like to chase down all the promised features as some of them have taken on mythic proportions and I personally cannot remember what was said over 6 years ago. Can you chase down some of the promised features you mentioned along with a link to where I said it? I guess I said a lot of things back in the early days
@synchromesh : If the vote is 100%, I would make sure the deadline is still hit, even with 64-bit support. It solves some major issues, and would give me the chance to do a core overhaul, and it might even produce a small performance boost in some areas! Someone recently mentioned on Steam that GameGuru is bad because it uses old DBPro code, well I agree about the DBPro code part, not that it's bad as such, but it would be a good exercise to clean up the code base and remove stuff that clearly has no place any more such as MDL formats, BSP compiling and support for 3D Monitors
@Belidos : We will continue to support and develop for GameGuru Classic, it still ticks many boxes for us, and allows MAX to aim for mid to high end graphics cards and techniques which might not work as well on lower-end cards. Just as AGK Classic and AGK Studio run side by side, there is room for both products. Don't feel under any pressure to fund the MAX development, it's only for those users who see features in there they want this September. I imagine there will be a time when most of the community will call for the end of development of Classic, but that's not anytime soon I feel. No worries about this being your last purchase with TGC, I think I had my old PSP7 painting tool for 8 years before I decided to check out the upgrade
@cybernescence : Just like GameGuru Classic, I plan to release the MAX source code on it's own GitHub repo in September so you can make your own branches for your game projects. Usual rules apply, use it for your game making but you cannot recompile it and sell it as your own MAX2
@MadLad Designs : I am not opposed to switching to something more akin to an annual upgrade system as you suggest, not least to help with development funding. I've seen it a lot with tools like Sony Vegas, Anti-virus software, etc. Basically the same software with new stuff added and old stuff removed, but I would like to sort out the bugs and 'holes' in Classic, and built MAX as the higher price point alternative, before considering this standard method of product upgrading.
@GraPhiX : The UI has some color themes that can be chosen from. We will get feedback from alpha testers what colors we ship with, but the AGK Studio method of customizing each element might work well too. The one in the current shots are the darkest theme, there is the grey one which I prefer personally and is the one I am going to push for on release as the default (as in the leaked shot).
@MadLad Designs : Your points:
1. VR support = A button on the toolbar, press it and you can play your game with VR controller on any Windows Mixed Reality headset. We will also be supporting an Oculus Quest Player (if Facebook approve the app) which allows you to send your game instantly to the device and play on a standalone VR headset (no wires).
2. Photon = No Steam dependence, so you can save a Multiplayer Standalone and your friends can run and play your multiplayer level
3. Character Creator = Brand new from-scratch, produces ones that animate better, talk with lipsync and gestures, controlled by dynamicLUA. You have more body parts so head, headgear, hair, beard, glasses, body, legs and feet. Comes with a selection of base meshes for man, woman, buy and girl. More body parts will likely be sold as add-on DLC for specific themes or added as part of a 'Game Kit' DLC which gives you the assets for a while mini-game and the parts to make new characters.
4. Terrain tools = New side panel to hold all terrain editing, more finer sculpting, many more paint and texturing options (R&D underway for best ones). I have some ideas to create videos to show you what we are working on, and I think you will like the new terrain editing that we have right now, but we intend to go further in the next 6 months with more realistic out of the box terrain creation (i.e. hold down left mouse, as hill grows, sand, dirt, rock, escarpments are created in both geometry and textures as it gets higher. No more pointy hat hill, you get a realistic (if high) terrain feature. The renamed 'Structure Editor' has clearer non-keyboard-shortcut controls now, and we are expanding the texture sets for it, and making it more intuitive to use. For now it will still be a block building maker, but with the rename we can hopefully look at different kinds of structures you want to make quickly and easily. The importer will hopefully take over the last of bringing in models that would be harder to do in a simple editing tool.
5. Rendering Engine = Still doing research, but I like Voxel GI so we can have realistic inside and outdoor lighting and shadows, performance is key of course but we are going to spend a good deal of time looking at how the top games of 2019 generate, store and render their terrains and complex scene graphs. I think it will all come down to the lighting model. We get that right, and pretty much everything you drop in or import will just 'feel' right, and resemble the kind of screenshots you expect when you boot up a AAA game. This differs from our traditional idea of having a good idea and setting about implementing it. This time we are going to find out what every other developer is doing first, then we can make a better decidion. If anyone has good links to lighting, rendering, terrain or other game scene techniques used in very modern games, please do link them, we plan to check them all out!
@jono gamer : The old PBR shader system was fine, but it existed in isolation. Compared to modern games, it did not have the benefit of being part of a proper HDR rendering system, had no sopisticated lighting controls, inferior shadow control and overall had this strange visual flatness you could not quite put your finger on but was always present. One of our early tests is to create a simple scene (likely Tropical Island) with which we can test a lighting model that rivals a modern game visual, and keeps its performance on a five year old card (say GTX 960) and from this initial prototype demo we can ensure we start with the best visual and keep that standard as we build out the rest of the tools and new assets that will come with MAX.
@Belidos : For sanity, I will not guarentee 100% backwards compatibility with everyone's map no matter what. I can say there are no plans to change the internal data formats of the files within the FPM files so they will load. It will certainly be likely to copy over all your media, scripts and other resources before trying to load your FPM that would depend on these files, and then running your level might encounter some functional differences (a good example is a level that depends on a bug, we fix the bug, and the level behaves differently). Others will be bugs on release day, reported through GitHub and then fixed as the test cases come in. The crux however is that if you have been working on your game project for the last six months, you can load it after September and carry on developing it if you choose to upgrade to MAX at some point.
@Lance : Yes, we have Microsoft Text 2 Speech for automatic creation of Character Speech, we also have voice recording inside the software so you can do your own voice dialog, or you can import a WAV file. In each case, the software auto generates the lipsync data and your characters mouth moves, eyes blink and arms gesture to the words you needed for your game.
@Argent_Arts : To give you some idea what our researches are aiming for, check out some of the videos on NVIDIA's VXGI. The idea is that dynamic lights dropped into a scene will produce both direct and indirect light, and these are calculated in the shader, so you get soft shadows and correct lighting for all the lights in your scene. We would also cast shadow maps to create definition for those lights you want a sharper shadow for. I think point, spot and directional should be supported, and I am very eager to support area lighting if performance will allow. The sunlight through walls issue is a compromise of the single sun shadow mapping system. The new one we will be looking for will most likely work on a per pixel basis to work out what is in shadow, so shadow mapping will not be the primary method of interior or exterior illumination. As to the way we tackled the upgrade/discount pricing, we needed a simple system and we anticipated that loyal community members would find out about the 50% discount right away which would the same as a 50% upgrade, and I hoped the community would be okay with extending this great offer to new users as well as long-standing members as it helps us fund GameGuru development even more! Your question on light probes is a good one, and as you will read later I am considering dropping the current pre-baking solution in favour of a real-time approach that does not require light probes (each pixel knows how to get indirect light for itself). I am not 100% commited yet to zero-pre-bake as I recently saw a tutorial on a modern game renderer and they used static light baking 'extensively' which included the use of light probes and other tricks. If something better than VXGI is discovered that produces better visuals at a faster performance, then we will discover that as we do out researches from March onwards. Feel free to post any papers you feel might benefit our researches!!
@Loretta : I also want the very first version of GameGuru MAX to be solid, delivers on what it intends to offer and leaves very few holes to fall into. In order to do that, you will find me very clearly 'refusing' to add features as they are suggested and instead inviting users to post them on GitHub Issues Tracker as Enhancements. This is so I can control the timeline, and focus on what I think are the most critical aspects, and give myself enough time to test, test and test. We often reach for the stars and then struggle to deliver, so the fewer stars we try to snare fort he first release the greater the chance of success.
@SHAHIN3D : Your points:
1. For MAX I am seriously toying with dropping the Lightmapper (or replacing it with something off the shelf), and instead focusing on realistic realtime lighting and shadows, and asking users to accept a higher minimum specification for GPU (currently marked as the GTX 960). The new system will DEFINATELY case shadows from EVERY LIGHT you want to cast shadows from, and the light can be of multiple types, some more expensive to your scene than others. It will be up to the level designer (you) to use these lights and shadows responsibly
2. If you look at the VXGI technique mentioned above, it will take indirect light in realtime from the rest of the scene, so you will see lights and other surfaces that bounce light if it strikes the surface being rendered. Check out "voxel cornell demo" on Google for more info on this effect.
3. Preben and I have got the current alpha of MAX to load in about 5 seconds. I am hoping to drive this down further with increased use of 'run now show later' techniques as texture loading and sound loading are two of the most expensive 'waiting times' during the load sequence.
4. I plan to release the GameGuru MAX repository in September so you can create branches and mod your own low-level stuff as you need them. You will be able to post MAX bugs in this repo, and Classic bugs in the existing Classic repo.
5. We will be running Classic alongside MAX for a few years at least. Classic has some advantages for lower-end systems that MAX will not have, and if you have almost finished your game in Classic, my advice is to finish it in that tool and upgrade to MAX when you have the time to see if it's right for you. There is absolutely no compulsion to upgrade to MAX, your Classic bugs and 'holes' will be fixed!
@3com : Your points:
1. My plan with the third person system is to fix it
I believe this will be done for Classic as part of operation Bug-Free, and those fixes will make their way to the MAX code. I don't plan a large expansion of the existing functionality apart from small tweaks to help interesting projects I have seen recently using TPP, but quality is about focusing on the most important things first and a fast, amazing looking engine is pretty high on my list right now.
2. You will be able to drop the new Character Creator creations onto your Start Marker for TPP, and they will animate as dictated in the now external LUA script, which will get the same improvements as the regular character entity scripts. I am very keen to move the specific definition of the animations themselves away from the script and into the editor on a per entity basis, but it remains to be seen how that might look and how sophisticated we get.
3. I think this is already in the GitHub issues tracker, but if it's not there, definately add it! I don't think the report specifies that entities in your clipboard would survive loading in a new level/scene as you would lose all your entity references (unless the paste processes gets smart and loads in all the missing entities!). See if you can find it, or just create a new one and we will mark it up as an Enhancement. After the bug fixing on Classic, we will be going through the feature requests to figure out which ones become redundant when MAX comes along, which ones the community insists much be completed in Classic and which ones are to be moved over to MAX to be implemented there instead.
4. We are thinking of the old alt-texture, but it would be in the form of a special field for some entities which allow the texture to be replaced with one specified via the editor. This is primarily for things like decals, signs and other in-game graphics were you want to drop in some custom art quickly without messing about creating a new entity for it. I will probably not extend this to support animations for the first release, but we can expand on the idea as needed as it may give rise to some great creative options for users.
5. I think I have been working too closely with educational material in 2019, but I am tending away from building in lots of blood effects to the core product, such as blood pools, gibs flying of exploding humans, tearing skin and blood soaked clothing. I am keen add rain effects with puddles and rain splashes on the ground if that is worth anything. Perhaps with the new 'alt-texture' replacement, coupled with some clever scripting, you can create these gory features yourself.
6. The new DynamicLUA system is pretty cool, and something I have been thinking about for a long time. No more need to go into a script to change one value, you can now get at it from the editor on a per entity basis, and it even describes what the script does in plain english. It's also designed so other users can create these scripts that can then work out of the box with the DynamicLUA system, expanding the choice for non-scripters even further. Naturally all the scripts we provide at launch will be DynamicLUA enabled and easier to use than the ones in Classic.
@fearlesswee : Your points:
1. It would be a crime not to add day and night cycles for MAX. It's been a very long requested feature and not that difficult to do once you have control of a good lighting model and a cooperative sun and moon. It's not on my dev plan, but if you can create a GitHub issue for it, we will get to it and weigh it as a popular request we've had over the years.
2. Agreed on the 'not quite right' PBR rendering, it feels flat to me also. A new lighting model will help with this and our test scene will ensure the lighting is just right and PBR handled in respect of this new model before we charge ahead creating lots of visual content. It has to look right from the get go. Expect screenshots of our experiments April onwards!
3. Do we keep all the legacy media in the new MAX product, great question! I would prefer to bin it all and only add assets that pass the '2019' test for AAA quality and game-ready status, and all characters created in the new Character Creator module. The main downside is that old levels that rely on this legacy art would fail to load, and it would bloat the installer to about 6GB before we even start adding new content. Once we see the results of our new lighting model, and render the legacy art in the new renderer we will probably make a decision to drop or keep the old stuff.
4. Thanks for the link to the water effect (with source code)
Yes, this is the goal for our new water, otherwise our tropical island scene would look pretty laughable.
5. Photon does host the server for you, or you can buy Photon license and host it yourself. You can host small game sessions on the Photon servers for free, and you only pay when your usage gets to the point where you ought to be charging your gamers for the service. It's a good way to get started, and still have a world class infrastructure supporting your multiplayer game, and it scales effortlessly.
6. Ideally we would have used a screenshot from the new renderer, but we've not written it yet, so we will have to use stock footage until a real image can be dropped in. I am pretty happy to say the shot we will replace it with will be better!
@Zigi : The goal with the DynamicLUA of exposing just a few values was deliberate. The moment you introduce a user to coding, or something like the Blueprint system which requires a good grasp of logic, you are in effect trying to teach programming, even if it's done visually. For teaching programming, we have our AppGameKit Studio product which I think does an amazing job. For GameGuru MAX I don't want to duplicate the depths of other tools like Unreal and similar, as you eventually get lost down the rabbit hole of logic and may never come out. I would like a product where you can quickly drop stuff in, make some simple behavior edits, then play your game and it comes to life. At least for now while we get the other aspects right like performance, modern visuals, engaging characters, etc. I have been thinking about a click-blocks-together style visual logic maker but I first need to be convinced users want me to work on a layer between the new DynamicLUA system and coding LUA, and I guess I will only know that once the alpha builds start going out. Sorry for all the disappointment in your report, I think you will see the light when you get your hands on the alpha build, it's really a slick experience already and I think you will like the Character Creator!
@Bolt Action Gaming : Your points:
1. It currently looks like 100% vote so far for 64-bit which would seriously solve the Memory management issues we have seen in previous updates. Basically, the software will have an address space able to store a value up to "9,223,372,036,854,775,807". This means you can use ALL of your system memory for your game!
2. As mentioned above, Preben and I have it down to 5 seconds on our respective rigs. We will be looking to squeeze this a little more by September.
3. Of all the bullet points about terrain, grass, trees, sky, clouds, weather, etc the one I really NEED to get right is the lighting model. Currently researching all the tricks, and also looking forward to raiding the GDC Vault at the end of March 2020 and become a mini-expert at all the viable techniques being used to create the illusion of realtime lighting and shadows. As a management team, TGC have decided not to look too closely at RTX (realtime ray tracing) as it requires an absolute monster card and we would code ourselves out of the market. Not ruled out, I just don't see this being used outside of tech demos right now.
@UNIRD12B : We will continue to offer free updates to GameGuru Classic for as long as the community are interested in and using this product. We see GameGuru MAX as our first upgrade product (like a version two). If you want to keep using Classic and getting free updates, we will be here for you. If everyone migrates to MAX over the years and there is no-one left in the Classic universe, that would be the time the lifetime updates end. As mentioned above, there is no obligation whatsoever in upgrading. Classic will continue to get bug fixes, tweaks and even features if the Classic and Pledger community feel that's the right thing for us to work on. Thanks for your patronage over the years, it is very much appreciated. I hope you got 'some' fun out of your purchases over the years and hopefully one day we can deliver a product that's rock solid. On the DBPro front, I thought we did a pretty good job over the decade of updating it for free and providing add-on packs, what did we get wrong with Dark Basic Professional?
@DVader : Short answer, the current terrain system goes in the bin
I am only keeping the old data structure and painting info so I can impose your old terrains on the new system when you load your old projects in MAX. The new terrain system, amongst tools you might need for a modern outdoor scene, will include something akin to a texture splatter for painting details onto the terrain so you can say goodbye to the mysteries of overlaying texture choices in order! I have not penciled multiple water and sloping rivers into my short list for September, but if this request is already on GitHub, we can mark it up as a popular request to give it some priority when we decide what we can do in the remaining time once lighting model and associate features are cracked. The technique for sea/ocean wave effect is different than the trick used to create pools, rivers and waterfalls, and although it could be done now with a clever artist and patience, I know what you really mean, which is a nice paint tool that 'draws' your river up one hill, down the other, then plummets off the edge, and the water 'just works' (GameGuru style)
@Kitakazi : If the crash was related to memory (and a 45 second load time might suggest some decent content in there), then the new 64-bit based standalone (if we get the vote) would solve this. We have already improved the loading times significantly so MAX will manage your loading times much better. We are also optimziing all the media that ships with MAX so if you use our default media it is designed for speedy loading out of the box. Preben has recently done some tests that show some DDS files would take 3 seconds to load in, and after our optimization, could load in just 350ms (or thereabouts). Multiply that by all your level textures and you see the benefit on your loading wait time. There are other ideas such as procedurally generating stuff on the GPU and extracting data in memory instead of hitting the file system, but we would like to see the raw loading speed of the new MAX system before going that extra step. It might be that 10 seconds to load in your current 45 second level is sufficient for the release version?
PC SPECS: Windows 10 64-bit, Intel Core i7-8700K, NVIDIA Geforce GTX 1080 GPU, 16GB SYSTEM RAM