Hi guy's, thought you might like a heads up that getting this particular character into any other engine was as difficult as it was getting it into GameGuru due to the extra rigging and increased bone count. What most users of GG encounter with a drag and drop system where the character is put in scene and works out of the box is only the tip of the iceberg and they don't have any idea of the work involved, but will be quick to point out if it doesn't come up to expectations, particularly when it comes to characters and AI. Character assets for other engines will come as is and it is up to the user to integrate it with their own controller, you get a model and an animation list and that's it. Same thing with GG for the creator but the end user doesn't have to deal with that, at least for now.
Having fbx import may be nice and all but it wont mean you can take a pre-rigged and animated character and drop it into your game and your off, even with GG there will always be a learning curve and hair pulling issues that crop up as you go along. Having a lot more in editor control and open parameters to tweak is very cool but also means more to learn, I guess what I am trying to say is that there is no such thing as an 'easy' game creator with one button to do it all but anyone who has tried to add custom media in GG will know this already even if only trying with static scenery. The current problem for me isn't .x import, it is the lack of individual entity material and shader control directly in editor and the constricting restraints of integrating with a pre-existing and limited controller system.
If AI is improved it will also mean it becomes more complex, this is seen in GameGuru with a lot of animations unused over the years with stock assets, I think maybe the mission on 'ease of use' has been a big part of holding back progress on this engine and a voting board which at first glance seems to promise features which will make your games shiny and improve quality with no effort.
There are an awful lot of games created with other engines which already have DX11 and pbr shaders and not many casual users or 'quick buck' creators actually use this at all but you won't hear any comments about 'years old looking graphics' . You don't get users complaining about graphic quality since it already there and they ain't gonna complain about their own lack of knowledge and ability to implement it. It's always going to be a nice way around it to blame the engine for 'lack of features' rather than your own confusion. Nobody can do complex things straight off and the sooner they take on board that you will suck at anything new to you but with time and effort you will gain experience and knowledge, rather than throwing crap at the engine, the quicker you can bite the bullet and ask for help if you really are struggling.
Basically the new render engine will silence complaints about graphic quality but the real major issue is broken AI that's there and any way to change change up behavior in any way without some serious scripting abilities. GameGuru's player controller and AI aren't open to users much right now and if there is one thing I have learned it is that if all npc's use the same behavior your game is going to get really boring real fast. so there is no way you can use an 'out of the box' generic AI to make a worthwhile game and important to have a lot more options in the controller.
Believe it or not even I as an asset creator find this more important than any amount of 'shiny' graphics.