I tried the Doom Snapmap editor only recently and my very first thought was "this is what FPSC Reloaded should have been". The Snapmap editor in Doom is pretty awesome we can do, not only maps but we can easily create our own custom gameplay and missions with Logic Chains without any coding. GameGuru being the ONLY 3D FPS game engine out there currently in development targeting people don't know how to code or don't want to code, in my opinion something similar to Logic Chains could fit really well in to GameGuru.
So what this Logic Chain is all about?
It is about to make logical connections between entities and trigger events and respond to them in our game by connecting objects with a "chain" and sending signals between them right in the editor in the actual game scene without using any code.
Here is a nice video tutorial demonstrating the basic concept:
What I do like about it the most is that, we can do everything visually in the editor and the chain show you the direction of the logic flow so you can immediately see how everything is setup without need to open-close property panels and read any kind of script. You can clearly see what is triggered by what in what order. It's all right there in the level editor.
Also it is feel natural to use in the editor, Just click on an entity, select an event to trigger, for example if we click a console we can choose an event "OnUse" if we click on a pickup we can choose an event "OnPickup" in case we click a barrel we can choose an event "OnExplode" as a trigger point and then we can drag a chain to an other entity in our level and choose something to happen when the selected event is triggered. For example in case we drag the chain to a door we can choose to "Unlock" "Lock" "Open" "Close" the door, in case of a barrel we can choose "Explode" the barrel, in case of Light we can change properties of the light such as color, type, turn on and off and in case an AI we can choose to "SetActive" and after when an AI "OnActive" we can drag a chain from the AI to a path to follow it for example. Just feels natural and easy to follow in my opinion.
By clicking in the air we can add more objects which has additional properties and events we can use like an ObjectSpawners which we can use to spawn a specific or a random object if an event is triggered or trigger an event if an object is spawned. There is many different type of objects like you can see in the video.
We can also click the chain itself to get even more options to choose from that we can insert to make our chain even more complex and advanced.
We can do a lot with Logic Chains, I recommend to take a look at the above video and then go and get Doom to try it for your self. People create all sort of games with this, not only FPS to shoot monsters in the corridors but puzzle games, memory games, tower defence games and survival games where you need to collect items to build staff.
In my opinion, Bethesda nailed it pretty well how visual scripting and game logic can be done in a 3D game engine without coding.
What do you guys think?
Can we push this to be on the top of the roadmap and convince Lee to make this the priority for 2019 regarding new feature?
Let stick together guys, we need this! People don't know how to code in Lua and don't even want to code in Lua, need this!
It is a must have for GameGuru in my opinion.
Snapmap with Logic Chain reminded me how cool is that when you don't need to worry about variables, arrays, loops, statements and coding in general just go and do it without even thinking about coding and the only thing you need to focus on is the actual gameplay. You can just go and build staff but as I mentioned not only FPS, people make all sort of games with this system.
This is what I would like to experience with GameGuru and most people I believe who come to GameGuru for making games without coding.
Currently GameGuru seems to go in to the direction to become a general purpose engine with scripting. It would be cool but let's be honest, there are plenty of general purpose engines with scripting many free ones and many that is developed by a studio with 50+ and 100+ employees. I don't believe GameGuru can even compete and be successful on this market.
But there is not many 3D engines out there that truly do not require coding. GameGuru is currently the ONLY one I can think of and I think this is the direction GameGuru should be focusing on to let us do more without coding.
At the moment when it comes to make a game without coding GameGuru is very limited even for an FPS game even compared to FPSC Classic, many of the old FPSC properties just doesn't even work in GameGuru like switches, keys and doors for example.
With something similar to Logic Chain it could be done in a really flexible way and as I mentioned, personally I did find it "natural" the way we connect things together with chains to trigger events in our game and it was also really refreshing and fun to me. Just reminded me when I was start using FPSC.
We could do a lot in GameGuru with something similar to Logic Chains without coding.
It would be so awesome!
As a GameGuru addition, each event we can choose in the chain could be coded in Lua as an advanced option, people could go and change anything about it or even add their own custom events to the chain. But it is just an idea, if it would be coded in C++ that can not be changed without opening the source of GG, I could live with that as long we have just as many events to choose from like in Snapmap and it would be constantly growing.
We could also buy more Logic Chain Commands in DLC's or make this entire system a DLC if Lee would prefer to do it that way. But this is just an idea for how to make GG it own, if it would be implemented just like in Snapmap that would be fine too.
Or another way of funding the possible cost of implementing this, how about add Logic Chain to the donation page so people could choose to fund development specifically of the Logic Chain? This way, don't need to worry about make it a DLC, let us fund the development and make it a priority for 2019!