Phew, that was a long read!! I found myself nodding a lot during the marathon and I think we've all identified the criminal offenders within the engine in BETA 1.005. We keep an internal list of tasks for poor old Lee to work on when not sleeping, and in the spirit of communication I am happy to show you all the A, B and a few C priority items. I cannot promise all of them will be fixed, but it's the list I am going through this week so if you feel I have missed any, please post in my blog comments and I will add it to the list for you:
A FEW ITEMS ON MY LIST FOR THE NEXT UPDATE:
Frame rate. Better frame rates if possible.
DAVE to write MEMORY MANAGER and integrate into DBP/Compiler source
Physics. Player physics seem to be all over the place of different PCs.
Shooting. Enemy shooting has to be sorted once and for all.
Full compliance with Win 7 and 8 (UAC)
Item limit when you place a item it increases the memory bar when you delete it its still using the memory
Map blink/screen blink I had this a few time I found what fixes it is when you load the editor wait till you see the blue screen
Jumping/flying the jumping and gravity is spot on the only issue is when the game lags it makes the player seem as if he is flying
Lag/low fps when going into buildings
Enemies Walk Into Water still the seem to fall between the land and water the shoot from under the water
Ai wont die I believe this is down to fps also as when I take out a few AI they are ok
Fps I believe it shouldn't be limited to screen refresh rate it seems to cause more problems
Selecting entities on top of other entities not working (cannot select key sitting on table)
Ability to range select within the editor to move/delete many entities at once
Ability to turn off skyboxes in SETUP.INI
Ability to specify terrain size in SETUP.INI and have terrain created to suit that size
dynamic entities fall through the terrain
In most cases the AI has no idea I am there (see HOOD1 FPM demo)
you can not place a character on top of a building
Introduce new QUAD Reducer (load time only - no modifications afterwards)
Script commands for (only if time moving, visibility, sound loop), animate, spawn
Reduce the amount of memory used in core engine and as levels are added to
Raycast terrain for enemies
Shoot raycast use geometry, not bullet polys
Shoot through transparent objects
Stop enemies from going NEAR water boundary (can be a sharp fall off and enemy drops)
Stop enemies from climbing steep hills
Blood splats on enemies some times show as dust
Stop enemies from running on spot / straf too much
Enemies to partrol if they hear a sound from distance
In combat, remove slow inertia
Collect dropped weapons from dead enemies
Enemies to look around when hearing a shot from distance or close friend killed
Enemy to react a little when shot but not dead
Player water splashes
Big entity splashes
Slider for sky scrolling speed
Reset objects in test mode
Cloud overlap issue raised by Rolfy (email send to Lee)
Old levels did not run due to old.dbo and .bin files
DVADER Issues - placing items on table / in buildings
Shooting enemies does not always hurt/kill them
Play loop sound for atmospheric start - and add script to player start to trigger it
Switch which activates(opens) a door
Stand on pad which activates a stone block to slide to one side (move entity command)
In the meantime, thanks very much for your honest feedback and I hope you are finding some small moments of joy as you join us in developing this game creator. I am quite pleased with the amount of work that has been done this past year, and if you need a gentle reminder, you are welcome to read the 250 blog posts from 2013
Now that I've recruited a few helpers, I hope to bring you even more stuff in 2014!
Hogging the awesome since 1999