Quote: "-I recall the scripts were VERY basic and enemies had potato AI to the extreme. The enemy animations and movement were stiff and rigid (reminiscent of an old 1995 dos game). Lots of stuff was hard coded into the engine (stupid) allowing minimal customization. Although there were some custom scripts that worked they were incredibly basic. All you could do was display text on the screen no option to load an image file to make it look pretty etc.
"
The AI are still dumb as bricks, however, character control has been opened up to Lua. If you can wrap your head around the new AI (I sure can't, lol), you can make them better. They will chase you on multiple levels, though, a definite improvement from earlier versions.
Quote: "-There was no option to create a menu/settings screen. (Not even a basic one!!! The 3D Gamemaker program I used as a kid in 2000 let you create a menu screen!) .
"
Still not in there yet, features are based on the voting board results, which now get reset as each new feature is added. A custom menu could be scripted, though, I'm sure, never tried it.
Quote: "-No options to customize or tweak the hud just changing graphic images."
The ability to customize the HUD has been available for quite some time. I guess it depends on how much effort you want to put into it. There is no built in HUD editor if that's what you're looking for. I don't think a HUD editor would be a good idea anyway, because it would seriously limit what's possible vs. just creating it through scripting and custom graphics.
Quote: "-No options to use global variables or conditional branches."
I don't remember not being able to do these things; must have been quite some time ago!
Quote: "-You could only create one giant map, no option for muliple levels, no option to resize the map. I'd like to actually be able to enter the buildings on my map and not just put them there for aesthetic purposes."
Multiple levels have been possible for quite some time. Buildings have ALWAYS been enter-able. The building itself, of course, has to be designed and constructed that way, lol. With the EBE, very easy to do even for modelers and non-modelers alike.
Quote: "-Overall feel of gunplay was clunky and not optimized at all. Sseeing as it was called "FPS Creator" you'd expect they'd at least get the animations/sounds and movement down and pay someone with skills to at least make some cool guns for the engine.
"
Ah, it must have been FPSC Reloaded when you last used it. I've never had any real problems with the gunplay, but have read others having issues with it. I'm no expert in first person shooters though, by any means.
Quote: "Is it now possible to create a game with levels and a little substance? Am I able to create an NPC that I can talk too with a basic diaglouge system? Is there a way I can implement this via scripts? Think Fallout 3/NV type dialog system."
I believe it could be scripted. lip syncing on the characters would be the hard part. A text based dialoque system could easily be done, even by someone with meager scripting skills, such as myself.
Quote: "Has the scripting process become more dynamic or are we stlll limited by the hard coded junk in the engine?
Menu Screens? Inventory Screen?
Am I able to script my own systems for the game? For instance a karma system, stealth system/stealing system.
Quests with a decent looking quest log via scripts?
Objectives that I can view via a inventory screen?
Any options to use conditional branches and variables within the engine?"
Everything in these questions can be scripted at this time. I've seen all of them in the forums, except perhaps karma and stealth, however, those are pretty much just derivatives of other systems that I've seen around here.
Quote: "Will I ever be able to create a semi professional game within this engine or will it only produce amatuerish playing/looking games like previous FPS Creator tools?"
It was never impossible to do, except perhaps in the first several betas of Reloaded. As with any game engine, it depends on how much time and effort you want to put into it, along with a willingness to work within the limitations of the engine itself. Whenever you have a built in editor for a feature, without adding some personality, said feature will be instantly recognized as being from a particular engine. Right now Lee is overhauling the engine to be driven by DX11. This will not change anything, really, in the short term, but will open up a lot of possibilities in the future, especially for artists.
As said above, install it and see what it can do. (unless, of course, you were using a pirated copy, lol, then you probably can't) FYI, the GUI will look ALMOST identical to what you had before, so you may not be impressed with what's changed. I recommend opening global.lua and seeing for yourself what has been opened up to the end user. Also, somwhere in the GG root folder ther is a changelog file that, if you are in the mood for some light reading, should update you pretty well.
EDIT: I hit post reply only to see others writing as much as me, lol!
Desktop: i7 4770@3.4Ghz (passmark 9809), 12GB RAM, Win 10/64, GeForce GTX 1080 (passmark 12006), 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.