Quote: "We also really need a draw distance"
I would say we have that already, it's called camera distance and I use it whenever possible to up speed. So that's one wish you already have and don't know it! Check out the tab tab menu's it's there
Regarding the question. Making this an add on for Unreal or Unity would probably be a no go for me. Why would I worry when I can just get Unreal or Unity anyway? Perhaps, if it worked mostly the same way as GG does now, but without the faults possibly. I'm not sure. I can't really picture how that would end up working. It would certainly help my workflow if I could use Unreal as I use GG. Apart from the fact Unreal is a bit of a slow behemoth in general use and can sometimes be a lot slower than GG for certain things. It's a drastic change of direction, but apart from my initial "NO!!!!" reaction, may work well.
If sticking to the current engine.
I think that the DX11 implementation should have gone ahead as planned. Lee was very vocal about the improvements possible when he was testing it after the C++ upgrade. If it had been, we might be at a far better point now.
I think GG has fallen down a little because of the voting system. Too many options to choose from to confuse and frustrate users. GG should have stuck to developing it as they saw fit. Possibly pushing popular features or such that become hot topics when possible. I also agree that it really, really should have used AGK as it's base. Starting from the original FPSC source code was not a good decision, it was already long in the tooth even back then.
Here are the main things that I think GG needs to be useful, in no particular order.
1. Faster Speed.
Obvious to anyone who actually tried to make a game of even marginal size. This can be improved by a better multi core support, better polygon reduction with culling both on entities and the terrain and having quads for distant objects. DX11 should enable faster performance with newer faster cards as some features should be directly supported by the hardware. no fancy DX9 coding can beat that. I'm sure there are many other tweaks that can speed things. TGC should as experts in the field know what will or should, give the best boost and apply them appropriately. I am getting tired of maps I make starting well then dropping to sub 30 fps after adding media. I upgraded my video card recently to try to get a little more performance out of GG, but in reality I have gained very little compared to the big leap in performance between video cards.
2. Improved visuals.
Too many general options to truly get great looking graphics. One specular value for the entire level. This should be per entity if wanted, to truly give more variety. As it is you can set the spec up at one part of a scene and it looks great, then move to another and it looks OTT or washed out. At the moment you would have to alter every normal and specular map for each object to get it as wanted. Surely that can't be in an easy game maker? Better shader support is without doubt needed here as well. Particles, volumetric fog or at least something close would drastically improve scenes.
Solid media. This is a minor and major issue at the same time. Often with TGC media (and others on occasion, although more rare with 3rd party artists) you will see awful texture seams that let you see through the objects. I've seen it with several objects in the City pack, also the Sci-fi pack, plus several more. The Sci-Fi packs has some great looking rooms and corridors but they are mostly all marred to these little lines that flash and show the background where the seams are not quite right. Fixing these niggles would make any games using them look far more proffesional and solid. I've seen people laugh out loud at this sort of thing in GG game reviews, although the rest looks quite good, those little glitches stand out. Not to mention areas that suffer with z buffer clash that I see again on many objects, causing huge flickering parts on the models that are fighting for dominance. A simple camera setting similar to in DB would probably fix most of these I would hope without having to re-texture them. GG can look fairly good ,still dull compared to say, any of the Bioshock games, whichever version you pick original or remastered, but not as bad as some seem to think. With good solid non glitching media we would be on better ground.
Water needs a lot of work. Not only better shader's for the water but more than one! You may want the water to be flat and placid for one level. Another where it is rough and wavy. At the moment I see no way to change at all either on the fly or per level. We need water on any level. We need water that can run down walls and hills. Essentially more shader's and more dynamic ways to change on the fly or at least each level.
Using videos as textures should be possible. Relying on a shader with a few images you can flick between is very limited for anything more than a basic effect.
Better character support. Either improve CC to make it more useful and less shop dummy like or get FBX import working. Hats should work with hair for instance, why does everyone who wears a hat have to be bald? The skin tones and clothes colouring leave a lot to be desired as well, try to change them and you often have very weird bright looking clothes. I've had fuse for ages now, and although there are ways to get fuse characters in, they are very convoluted and overly complex and confusing. Again not the realms of people wanting an easy game maker. I've never managed to get a custom character into GG because of this. Perhaps this is an area TGC could get help with a third party. An importer exists, but costs more than GG. Some mutually beneficial deal may be in order there. It would save trying to code it all over internally. The media we will get in the update will help with this, but ultimately, once we all start using this, people will soon recognise the same models used and bleat about asset flipping.
3. Sound.
Not that much wrong overall, but the bugs that cause sound to stop playing when you use the menu and other odd ones where sounds do not play at all can be annoying. Mostly needs getting all round solid now.
4. AI.
Everyone will agree AI is awful. It needs a good long look. We need some way to get AI running through buildings, up stairs and lifts and ladders, opening doors etc. Get this right and we will have far better games. At the moment we have AI that gets stuck on objects unless you set the FPE to forcesimpleobstacle=3. This on store and TGC items that were made before this was updated. So we have to start deleting dbo files and update fpe's. I do this on occasion, but am never sure if the changes stick or get wiped each update. I don't want another copy of them really, I have enough duplicates from existing packs all over, but also would prefer not to lose the changes with fpe's or sometimes textures and such.
5. Better lua support.
More lua options will increase what we can do with our games. It will also decrease some of the work TGC needs to do. There's lots of ideas here, but simple things like changing the skybox, or disabling it would be useful. Some way of changing how the light from the flashlight works? Changing its strength or colour, its size. This relates to the graphics really, but silly things like the fact it doesn't light up objects in low detail mode really mar any game you make.
6. Lighting.
Need I say more? Again DX11 would help here. Lighting is badly limited with 3 lights. Which also have a really bas visibilty range you can't seem to change. Baking is an option to improve matters, but can have lot's of issues. My main bug bear with it is it tends to bake light leaks inside objects that from the inside have no issues, but outside allow you to see through them, in other words optimised. Lighting is GG's weakest area when comparing to most engines out there. I think it is needed now, lighting makes a huge difference to a scene. I see some impressive WIPS lighting wise, considering what we have to work with, but a common theme is generally dark and moody, mainly because GG is just easier to do that way (apart from the awful flashlight).
7. Better physics support.
We have a physics engine but very little we can actually use ourselves. We have to disable physics to move things around, rather than use the physics to move them around. This is low priority compared to speed, AI and graphics, but still much needed for better interaction in game.
There's probably more, that I have overlooked here, but get the above done and you will have a far better product. Even getting 2 of these done, Speed and AI would hugely help GG's credibility. For me the EBE is a distraction at this point. Yes, there seems demand for it. But really, it would have been better updating the AI first at least. Simply adding a few basic entities would have been more useful and probably far easier than the EBE. Add a basic box, sphere, cylinder etc that can be scaled, skewed and textured and we can make most things we want far faster than we can now.
All in all, if speed were better and AI worked, I'd be much happier. I don't think turning GG into a glorified add on for other engines is a move I would welcome. Here's an idea. Lee has been helping on the AGK side a little of late, why not go the other way for a period and help boost GG's lacking areas a bit faster. I would also suggest a hiatus from the voting board and a burst of activity in the areas needed to make it a better engine overall. Perhaps even another look at the voting board. Perhaps limit that to game features rather than engine updates or split them up in a way to make it more obvious as a feature or engine update. Sort the engine as TGC sees fit and works appropriately from a development point of view.
Perhaps you could get a few demo's of some WIP's to see how each performs and what would be good to help speed them up. I'm sure if you can speed up the WIP's by seeing where the frame rate drops the most it will help everyone's games speed up. Possibly find a few bugs also
Perhaps see in action the kind of weird AI bugs we get. People sticking on buildings, sinking through floors, standing like dummies from far too short a distance.
Will changing to an Unreal editor help with this? Very likely, in most cases anyway. It would certainly help with features needed, as many exist there that GG users want. I am as said unsure. It's worth thinking about, if it means we get something that is capable of making games to a AAA level.
The license fee of 25% sounds a big cut to me. Yes you need to earn a lot to have to pay it, but when you do, those numbers could be quite a chunk. Unreal take 25%. Steam take 30%. Of course the 25% may relate to any amount over 100k, or it may instantly mean pay us 25k when you hit 100, I don't know. It may be yearly or for the length of the products life, again no idea, I would imagine a year, but I would be guessing. At least with the current engine we don't have that worry. We also probably don't have much chance of selling 100k worth of games, unless we get a inspirational idea that doesn't need the bells and whistles to sell it.
Good grief this is a long response. I'll stop now or I will end up writing a small novella!
SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.