Product Chat / How I see GameGuru in the future ?

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Devcore35
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Posted: 6th Aug 2015 22:00
Hello everyone !

WARNING: According to the law GameGuru I said that was not modified or decompiled. The program you see is entirely my creation without any commercial purpose. The purpose of having reproduced the GameGuru interface is easy to view the interface of the future I'd like to see integrated into GameGuru. Images and styles present in my demonstration program remains entirely the property of TheGameCreator.

I post this topic to ask you how do you GameGuru in the future at its interface (we do not mean the graphics but the engine interface, so the editor himself).

For me I see fairly complete, and yet I lack idea ^^
Nevertheless I designed a false GameGuru: the aim was to see what would give a complete interface with the new future and propose options to TheGameCreators but also for your advice

Here are the novelties that I imagine in GameGuru as an image of my own program:




The GameGuru interaction menu change instead for a more balanced model:



The library would integrate a specially dedicated to Lightmaps tab you also find the lightmaps Spot, ie the lightmaps which diffuses light on a specific angle (eg 120 ° or 180 °)



An interface Weather (Meteo in French; sorry I have not translated here) see the day with the possibility of adding all the maps from rain, snow, lightning or fog. Of course it will rain and the snow does not fall in the buildings; So it will take a crash sensor between the animation of rain or snow and high buildings:



I would imagine a good option "Preferences" where you could change the icon of the executable Standalone (GameGuru-Editor.exe) as well as special options such as occlusion throughout the level or the day and night time real:





It would also be nice to have a "Menu Page" menu that may allow to design zero of our games menu



We could then choose an introductory video and its duration, and all button images without rely course backup options and loading the game. Each button would then be moved (represented by small blue square in the pictures) and resizable!













So much for now these are the only ideas that come to mind conncernant a clearer interface and easy to use

We could also add several animated herbs generated automatically by GameGuru instead of just one type of grass like now.

We could also imagine that can load several other Land DDS images to paint on the maps! The images would be saved in the folder "Files \ TerrainBank \ ****** \" and loaded by themselves when launching the game once compiled ^^

Brief Glance ... Full of idea of ​​change that I share

And you ?
How do you see the GameGuru interface in the future ?

Thank you all !

Best Regards,

DevCore35
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Polaraul
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Posted: 7th Aug 2015 09:10
@Devcore35 Great post and some very much needed ideas for the user interface.

I personally think though that not much will happen with GameGuru. TGC have gone down the ease of use route for GameGuru, and the lack of features in the editor reflects this. I would say that this is approach is working for TGC and selling units, which will in turn sell DLC. Once TGC start adding extra features, the editor would have to start to align itself to those of other engines and become a lot more complex, which would perhaps alienate buyers (or generate refunds) on Steam. Just as the core GameGuru engine needs a rewrite to make a playable game, so would the editor to allow extra features. As an example, the current scene/asset browser will not cut it when you start to have multiple assets, cameras, controllers, scripts, wind zones, water planes, lights, terrains etc, etc.

Judging by most of the positive reviews on Steam, the majority are hobbyists who have spent a few minutes/hours tinkering with the product and are happy, specially at such a low price point. Those users, the vast majority it seems, will never finish a game with GameGuru and don't really expect any more of the product than it already delivers (most positive reviews never mention the lack of speed or features). If users are satisfied with the product as it stands, then there is little need to change things.
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Devcore35
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Posted: 7th Aug 2015 12:26 Edited at: 7th Aug 2015 12:29
Hello,

Thank you for your comment

However I know FPS Creator (X9, X10 and Reloaded) since 2006.
I think GameGuru not become so complex that that.
The purpose of TGC is to design a very simple motor of use but also powerful than those we see ajourd'hui I named EU4 (I begin to know well).

If GameGuru included in the future Occlusion, the PBR, improved FXAA Anti-Aliasing and many other options, when the interface to it will not change much.

In EU4 eg must be created and add 8 or 10 levels of textures over the object in question to hand over the source code C ++ or with the BluePrint.

The BluePrint reminds me GameGuru and FPS Creator.
GameGuru will not need this feature because it is already way to operate automatically over EU4.
GameGuru alone will add levels independently textures without causing a single error: no current engine does this because in EU4 or CryEngine or Ogre or any other engine textures must be created, positioned and configured (PBR metal? PBR Roughness? etc). While GameGuru will manage alone what to implanted through Shader FX

I do not know if you understand ^^ I am French and I have trouble explaining in English ^^

Basically :
The interface of GameGuru will not move too much and remain simple, the internal engine, with its unique core, will manage alone through the FPE settings file and many more options.

So yes you can not touch the engine source code that is closed and also the hard core. However GameGuru be developed enough in the future to create beautiful realistic 3D games and easy where a developer will win several months of creation compared to other publishers

Who personally I am fully in support GameGuru.
I would love to participate in its development by providing quick and simple technical adjustment ideas to implement in C ++ (not knowing the DarkBASIC I am glad that no longer exists).

When GameGuru will have the following features ...

- PBRendering and PBShader
- Occlusion
- Improved FXAA
- Lightmaps Spot 120 ° to 180 °
- Possibility to swim in the water
- Creation and maintenance of an inventory in the game
- Quests and Missions autonomous
- Anti-aliasing
- Save / Load of the game
- Single core transformed into several micronuclei (for extraordinary execution speed)
- Better adaptation of NVidia and ATI graphics cards and the RAM memory
- Land vehicle driving
- Unlimited Maps
- Several terrain textures added manually
- Several herbs automatically generated in the same level
- Areas according to changing ambiences Some places (already if you put a TriggerZone with a LUA script that changes the colors and effects levels)
TOTAL : 16 essential options required

... There I think GameGuru can compete with any other engine and without creating a complex interface: the aim is to primarily design a powerful and reliable 3D engine without programming

This is just my opinion ^^ And surely that of TGC too
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Polaraul
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Posted: 7th Aug 2015 12:39
@Devcore35 Your English is fine I totally agree with some of your essential must haves, specially the water! It still perplexes me that an engine can be released, an engine that exists to create immersive 3D environments, that cannot deal with water! BTW, if you ever come over to the dark side of Unity, then procedural texturing or splatmaps will save you hours of work when it comes to texturing your terrain
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Devcore35
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Posted: 7th Aug 2015 16:42
Yes it is not wrong ^^
Anyway after all GameGuru is not very expensive to create small yet fast games. Sure is imperative that certain points be developed so that developers can finally take her seriously.
But it will come !

Regarding the interface I imagine a context menu that would be able to create new terrain textures.

For example :

1 - The player chosen field "lush".
2 - Back in the editor GG it goes into an "Add" menu -> "Field Texture".
3 - The texture (seamless course) selected DDS format is copied in "Files \ terrainbank \ lush \"
4 - GG link to this texture for the current level (very very very easy to program in C ++)
5 - The new texture appears in the library in a new tab that would name "field."
6 - When the player clicks on the GG cursor passes in "terrain edition" and applies the new texture maps.

When opening a level using an external texture imported user:

1 - GG will load all the elements and seek new texture added via the link to the texture.
2 - The texture is read and stored in the library of the GG editor.
3 - The level is loaded with the new texture!

I have already tested this system in VB.NET, C # and C ++ and we all work with one of my personal creative software DirectX / XAML.

I think once GameGuru will be optimized (1.01.004) developers will address the first 5 to 10 voting options (Save / Load, occlusion, etc.) and then they add the very foundations of a 3D engine: swim in water, etc. And frankly there GameGurur will regain popularity live !

I am willing to pay up to € 20 ($25~) a patch that included changes ^^
I'd be willing to equally to copy source code C ++ / ASM complete GG solely TGC help to advance even faster ^^

I had already made a proposal to TGC to upload the protected licensed source code reserved only with the engine on a platform like "GitHub" with a password that only those with access can see and Gold help develop GG TGC but refuse (too much risk of leakage I think) but they do not exclude to provide source code by several (many) years.
So am better their trust They come to make a super 3D engine even if it's in 1 or 2 years ^^

P.S. : Google Traducttion is quite good ^^ I unfortunately do not speak English. That is why I can not directly help TGC on GG
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synchromesh
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Posted: 7th Aug 2015 16:54 Edited at: 7th Aug 2015 16:55
Keep in mind Unity has 10 years development under its belt and UDK has nearly 17 years ...
After all that time I would expect those feature from any engine but GameGuru is just months out of EA in comparison...
GameGuru is is presently the first official release out of EA with development continuing and right now is the code is being re- written for a full performance overhaul.

The next major update will include a new streamlined game core, optimizations for occlusion and new n-core mechanics to take advantage of more of your machines CPU cores. Then there will be something much stronger to build on ..

Once done we can get on with adding those features your voting on .... Of course all the features are planned anyway but you are just voting for which you want next ... I think in 6 months time GameGuru will have jumped in leaps and bounds.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Devcore35
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Posted: 7th Aug 2015 16:59
I can not wait to see the new rendering GameGuru! I can not wait !
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Teabone
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Posted: 8th Aug 2015 04:24
Would love to see all those things too. But of course they will take time and require community voting etc etc.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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