Thank you for your response Jerry.
Quote: "4. Random? Not as of yet. You can use a texture palette of 16 textures as of yet. I believe (I may be wrong) that it will eventually be 16 per structure"
Sorry if I wasn't clear (I wrote this just before I went to bed). In the old FPSC you could add segments to your level that had all the same texture, but once you were in test game the segments would generate random elements on that texture, for example drain covers and wall cracks. I was wondering if that would make a return in the EBE maybe in the future.
Quote: "5. So far everything is blocks. Gotta make you own window open space and fill it with your own (or, of course, texture a solid object)
6. Just doorways as of yet. Gotta put your own in place, or again put a door texture on the solid object (this would be unusable of course)"
I see, but maybe in the near future you could have 'door' segments that you could slot in place. You would only need 3 minimum to cover different genres (or perhaps you could just texture to how you want like the wall pieces?), Sci-Fi, Fantasy/medieval and modern/generic/WW2 etc.
Quote: "The main question in my mind is: When is the blinking thing going to be released? I'm desperate to start work on my game."
Hopefully before next year, but I don't see this coming any sooner until Christmas or there about, I'm ok waiting if this means we get something of quality right out of the box. I didn't vote for EBE as I feel Game Guru stills needs a lot of work regarding performance and optimisation, but I am looking forward to seeing it myself since I am very interested in creating a dungeon crawler type game and creating large indoor environments at the moment is time consuming and performance heavy.
In the mean time Lee did say in his earlier post that the new assets would arrive before the EBE, so I guess this will hopefully keep a lot of people happy. I know I will be