@Avenging Eagle : You make some very good points about timing, but there is only so long you can sell a product for $20 and then support it free gratis for five years (the DLC don't really generate income you could live on). It's a rod we created for our own backs, and perhaps the traditional annual upgrade would have been a better marketing strategy. Right now we are in a position of trying to deliver literally anything we might have mentioned in the last five years before we are allowed to do anything else. Under normal circumstances, that only ends one way, bankrupty. Fortunately, we also develop the Number #1 app for driving tests in the UK and that helps us continue developing our game making products. You have to get very creative these days to survive in the game making space when Unity and Unreal basically give their technology away for free
Still, even the most livid users stick around so there must be something compelling about what we are trying to do, and I will take that as a signal to carry on!
@Earthling45 : Amenmoses is a professional coder and a very busy guy at the top of his profession. I basically cannot afford him officially. Everything he does, he does to help out, and because (I suspect) he enjoys it. I have tried finding coders through the forums, through agencies and suchlike, but I've not had much luck there as you may have seen with the Donations System idea. Looks like we're on our own
@Belidos : Can you post a GitHub issue with a sample level showing the transparency issue with stock media, and post the link here? If we can reproduce it in March, we will fix it for sure! The alpah brushes for painting geometry deformations is a good one. I was going to do displacement/parallax for the texture painting side but acting on the geometry is an interesting idea if we can get the tesselation density high enough after performance considerations. Feel free to send me some tech links to the technique as I am compiling the ultimate thought list right now before I pick a new terrain system approach for April. Why would you add a MODEL field to the entity properties, would that not change the actual visible object associated with the entity, making the entity you just chose obsolete? You may as well have just one entity, and then chose the model it points to, and beyond thar be dragons (well, Unity). As to the entity library system, I just make a Sneak Peek video which covers this a little so best watch that first as it may surprise you (a little)
@OldFlak : Perhaps you can assemble some of your custom entities that have transparency, make a very small FPM and start marker and let me know what I am seeing, and why it is wrong. These are the best bug reports as I can see it instantly, and the fix follows very soon afterwards.
@Tarkus1971 : No solid plans on the new terrain system but I know it needs high density detail in the geometry in areas you need it (and none when you don't), and also the ability to paint your textures to the terrain in any order you wish, and adopt modern game terrain techniques so you get something resembling a modern game (such as puddles, tire tracks, shorelines, scrub, etc) as might be designed by a level artist who knows what they want. No decision yet on height map importing, it all depends how we handle the terrain foundation stuff (i.e. go for streamed terrain or just offer terrain 'islands' that can be stitched together for larger worlds. No inventory system planned
@PCS : There will be no support for open worlds for the September release. There is a possibility of bigger maps however as the standard 40x40x20 has received some flak over the years and a new terrain system provides an opportunity to do it better this time around, or remove the terrain completely.
@Ertlov : Yikes, I must apologise for the performance I gave you back then. Thankfully we've improved on that since (thanks to Preben)!
@Mrs Baird : The real trick I have learned is to create a game maker with just enough hard coding to make things easy, but leave plenty that can be customized for those who want to go further. You can already create your own skies with 10 moons in the sky (the sky is really just a large cube model). The trick I think is to associate lights for those plantary bodies, so might require some kind of 'GetObjectLimbPositionXYZ' command in LUA so you can take control of a few directional lights to see the ideal result?
@Medmatheus : Yes, GameGuru MAX will be backwards compatible with your levels, assets, scripts and other resources.
@OldFlak : I considered the idea of bringing this new product back to the original $99 pledge price, but the general feeling was that we need to prove ourselves first at delivering a product at that price. If GameGuru Classic rounds off, and MAX is a solid success, it might open the door to a new upgrade product in 2-3 years time with a price tag of $100.
@MadLad Designs : For MAX, we have a built-in interactive tutorial system. No matter where you are, you can click a context help button and you will get a silent video showing how the feature is used, and a step by step you can follow live inside the software to learn how it is used. That said, do you mean something more akin to a 'technical manual' which reveals the nuts and bolts (think user manual vs service manual)?
@Unknown Nomad Studio : I am pretty sure I retired FPS Creator, so not much chance of seeing dynamic shadows there for the time being
I have asked Syncromesh to go through the whole GitHub board and try to make a determination between what is a bug and what is a feature. We have tags right now, but the qualifier that will always work is a link to an official announcement from me that I would do a thing in exchange for your money, that would seal it for me and those features would go into Classic as a matter of honour. The shots you see now are from Feb 2020, the shots you will get with MAX can only be shown in August 2020. The Launcher preceeds the launching of the software, so the changes will be applied when you launch. You are right, you cannot change the SETUP settings without relaunching the Launcher. many of the SETUP settings are used during software initialisation, so needs a restart. If the standalone settings improvements mentioned are a deal-breaker, I urge you NOT to preorder as there are no plans to expand on this area before September. I had planned the GTX 960 4GB model, good point, I will pass it on! No plans to add TAB TAB to the standalone game you export. To price our software at western prices, no Russian would be able to afford it, such is the exchange rate! Happy to hear views on this one as if it only means Russians pay double, it might be 'doable' if a little cruel. Now your remaining questions:
1. No plans to merge third person characters into first person
2. No plans to have separate/separateable guns from hands
3. Until we select a rendering system method, not sure how we are going to handle performance scaling, but we do have the shader settings (Lowest to Highest) but that is a manual setting and I have not found an elegant way to 'auto select' this mode by reading the users system.
4. No plans right now to control the LOD draw distances from the editor, but its a good idea. Perhaps add it as a GitHub feature request!
5. Not sure about procedural sky right now. I am making contact with someone who does very cool procedural skies, but the license may be too much. Watch this space!
6. We are throwing away the old grass, and looking for a new grass technique that looks like 2019 game grass, so scaling it back at distance would be prudent, depends what technique we settle on.
7. No plans to add Gravity Scripting or for Terrains to cast shadows, but we are researching a new terrain system so if it comes with a cool shadow casting benefit, then yes that will go in.
@MadLad Designs : In my experience, no one reads the FAQ either
Best to let people ask the same questions over and over again, story of my life! But it's all cool!
@UNIRD12B : Do you mean "we are looking at VR hardware at the moment and support could come in the future" is an official promises of a feature? Do you think users made a purchase decision (or yourself) based on this statement? I am trying to find links and quotes where I definately promised a thing in exchange for hard earned cash. Thanks for digging out the quotes though, perhaps these are the kinds of things users remember, and later recall them as stone cold promises?
@GubbyBlips : I did NOT promise "Copy and Paste". But you are right, it's so needed, I promise it now
No plans for an asset manager of entities already in your local library of the map, it's a tricky one without just stealing ideas from other tools. I can see the need, but hierarchy graphs feel so prosumer, there must be a cooler quicker friendlier way to do it.
@JohnS_CZ ; Thanks for chipping in. We did look at Patreon and similar, but you can't really do that AND sell the product at the same time. We'd have to basically give away the product, and hope we get subscribers. TGC have not had much success with the subscription model, you need LOTS of users.
@science boy : Well said! Happy to impress you when I have something to show later in the year!
@World Class Multimedia : Thanks for the offer, feel free to email me with any game tech stuff you have done. 'C' is fine, it's also my fall back language. C++ is so clever now, it runs rings around me
@68chase : If Facebook do not approve the Quest app, we may well offer the APK for sideloading, depends if it negatively affects our resubmission. Getting GameGuru MAX Player on the Quest would be a great marketing move. Think about it, "no more VR games to play...well make your own right now.."
NOTE: Just for fun, nothing Lee said in his replies constitutes promises by TGC, only ideas and hopes for the development ahead!
PC SPECS: Windows 10 64-bit, Intel Core i7-8700K, NVIDIA Geforce GTX 1080 GPU, 16GB SYSTEM RAM