Here are some features that game guru is bugging me not having. Some of these I find utterly ridiculous, stuff that FPSC had and the fact that gameguru doesn't is a travesty, others are stretch goals/crazy ideas I've had, others are just common sense.
1. The ability to completely disable terrain. I don't mean "goindoors.lua" I mean I want there to be an option to create and save a map that has no terrain in existence. or water. This would be great for people creating outer space maps, or just people that don't want the added millions of polygons that terrain is responsible for. It would also make level design a LOT easier for those of us who are tired of having to normal the terrain to every ground surface for AI's sake (then watch it move all the entities they've placed)
2. The ability to CSG cut/Punch holes in entities. Not all of us like the even-more-limited version of segments that we were given instead of a sensible geometry construction kit
. It would be great to be able to pop doors wherever I want in my entity walls instead of having to make and export a new 3d mesh for every new modification of a wall I need.
3. Weapon Jump and Landing animations. transition animations for to/from sprint would be cool too.
4. "Max Fall Height" - instead of just a hurt fall minimum, a Max fall maximum, and the damage would interpolate between them
5. Static lightmapper improvements: MAINLY the ability to select the region you want to lightmap/update the lightmaps on and exclude everything else. This would be great for testing lighting on small portions of a level, and preventing that annoying thing when you add something slightly too far away from center stage and gameguru decides it has to lightmap every square inch of existing terrain in a 3 hour "computer sounds like its dying" nightmare
6. Particle Explosions by default- It's almost 2018 guys seriously
7. Simple SCRIPT-MAKER/event sequencer- This is a long shot, I know, but i guess if I was the developer of a game design tool that was meant to be something that someone with no programming talent could pick up and make a game, I definitely would have included a simple way to generate scripts for mundane conditional stuff like characters playing animations and objects moving and making sounds way before I included an unbelievably over the top feature that even the likes of huge multi-million dollar budget engines don't even have, like, oh I don't know, 3D character creator
. Call me crazy but it seems like there are a LOT more ways to get a rigged, textured, animated 3D character created with no art talent than there are for someone with no programming talent to do BARE MINIMUM stuff that most games have not been without since 2004. Seems like TGC took their 3D game tool for people who can't code and made it a coder's tool for people who can't make 3D.
8. Bring back the Legacy FPSC build game dialog window. It confounds me why this perfectly user friendly and sensible system for building a standalone was replaced with the rudimentary "make a exe" button, but now we can't even change loading screens or music or menus without a ridiculous amount of scripting/customization. This should be something a 5-year-old can do (like it was before)
9. AI system improvements- First (and this is a long shot knowing FPSC's rocky past with allied AI) allies who will follow the player, or follow a waypoint, or auto target the winzone, stopping if the player goes too far away. I'd also love to see the "spawn when dead" and "maximum spawn" and "maximum alive at one time" stuff that FPSC had for its characters come back. That would make us able to make firefights last longer by spawning and respawning characters. Civilian AI would be cool too.
10. Terrain Improvements; The ability to put multiple different grasses, and a better control over grass height variance would be nice. That way you could use the grass system to do cool stuff like scatter distant trees on a mountain or create a giant distant crowd of people. Another suggestion is spline roads, not totally necessary but would be an awesome feature.
11. Ladders, Swimming, Double Jumps. I saw another poster saying that this wasn't important to them and laughed. Maybe this isn't important to everyone but I really can't understand how it's not. Ladders Double Jumps and swimming are the first of MANY improvements to the player locomotion system that could make way for better changes later on, such as dynamic gravity adjustment, climbing walls and ledges, walljumping, and more stuff I'm sure will be thought of.
Lee gave me his email a while back so I could contact him directly for necessary improvements for kshatriya, and he was very quick about introducing the ability to change weapon animation speed in the gunspec. Most of these things are beyond the realm of what can be done with a simple edit, however, so Im posting them here to see if it gets seen/ if there is community agreement.