Hi All,
For those who missed the live broadcast and chat, here is a recording of the video, and below I have provided answers to all the questions asked during the live chat:
And here are your answers, it looked like we could answer them all in the chat but they kept on coming, so enjoy the belated revelations below:
Q> Do you know yet how large we will be able to make our levels?
A> We do not have a final maximum size to quote, but the system we have right now can create some truly huge terrains, limited only by the size of storage you have, so for now we can assume you will not run out of space to create.
Q> Is there going to be more build-in structure types for the structure editor. Like doorframes, arches, diagonal walls, etc?
A> There are no plans to significantly change or add to the structure editor. Things like door frames and other building furniture would be added as static entities to the structures you create as you would have much more flexibility importing the things you want for your building than expecting to find them in an out of the box library we might provide.
Q> Are tracers and bullet puffs possible? Shooting feels flat!
A> There are no plans to add bullet tracers in MAX but we already have the smoke effect when a weapon is fired. For a great example of what third parties can do with the current weapon system check out the Enhanced Weapons Pack for Classic.
Q> Projectile control is what I REALLY wanted?
A> There are no plans for projectile control over and above what is already available from Classic, and if you wanted absolute control you could always use a hidden entity and directly control it as though it was a player weapon/device, but of course, this requires scripting know-how and is not an 'out of the box' feature.
Q> Will we be able to clone multiple items, whole areas perhaps?
A> You will be able to rubber band select an area, detect all entities within that area, and use CTRL+C then CTRL+V to clone them all onto your cursor so you can paste them down as duplicates somewhere else. For single entities, of course you can hold down SHIFT to keep pasting duplicates of that single entity down into your level.
Q> Flashlight please?
A> No plans to significantly improve the flashlight system in MAX, except for the improvements that come about due to the new graphics engine and the shadowing that results.
Q> How is the Open VR Dev going?
A> We are not supporting OpenVR directly, we are working on OpenXR which provides 'potentially' much more support for VR, including those headsets outside of Steam. Progress goes very well and we have had some good results so far.
Q> Looking great Lee! Will environmental elements (flowing water, moving skies, rain, snow etc.) be available in VR mode?
A> Everything in your scene for non-VR will be in VR for the most part, including the current rain and show weather effects. No plans for out of the box running water but we do have moving skies which I would be pleased to demo in a future video or broadcast.
Q> What, realistically, will be included in the September release?
A> Pretty much everything you read in the GameGuru MAX Pre-Order webpage, and we are still on track to deliver those items. Naturally, we will be continuing development beyond the release to keep improving those features, and this time around, we will be focusing more on strengthening existing features than adding whole new ones after launch.
Q> What happens with GG Classic?
A> GameGuru Classic will continue to be developed, and we have structured the source code for MAX so that bug fixes that are made in the new engine can be iterated back to Classic so users who do not want to upgrade will still benefit from updates.
Q> Will we still be able to create a standalone EXE that runs for people who already have VR headsets?
A> Yes, your standalone games will run in non-VR and VR mode, so if your end-user has a VR headset (OpenXR runtime permitting), then they will be able to play your game in VR.
Q> Will we be able to change shaders? Like chromatic aberration and other types of effects that you couldn't change in GG classic. Or at least make it easier to change it via the .fx files.
A> There will be no way to customize shaders out of the box, and we are dropping the FX format in favor of a shader format that can be edited and debugged in Visual Studio for faster development. I dare say there will be a way to 'insert' custom shaders, but for release and for official purposes, we will be using the shaders provided by the Wicked Engine.
Q> Will the shooting/combat be improved in any form?
A> There are no plans to significantly improve the shooting or combat AI of games in MAX, and will play and operate much like the mechanisms in Classic for the time being. In VR, you will be able to have the additional skill of aiming down the sight for weapons that feature sights (manually, not some extra mode) but generally, the Classic weapon system will be used to help backward compatibility.
Q> Will there be some bullet impact effects on the player?
A> There are no plans to add bullet impact effects on the player in MAX, over and above the hurt effects you are perhaps already familiar with in Classic, and no significant improvements to the third person reaction effects either.
Q> Zombies attacking soldiers /friendly npcs?
A> There are no plans to add ally behaviors out of the box, and character AI will remain largely unchanged. The MAX project was mainly about improving the underlying engine, the visuals, the import support, adding VR and improving the UI. Scripts from Classic will work with MAX, and MAX gives additional support for Dynamic LUA but there are no new scripts planned to offer the behavior described.
Q> Is it possible to integrate NVIDIA Ansel so we can render static 360 images and videos for non-game projects?
A> There are no plans to support NVIDIA Ansel in MAX at this time.
Q> Will max contain hard and soft shadows?
A> You will be able to control some aspects of how shadows are rendered to the scene thanks to the Wicked Engine, but there is no specific hard or soft option available in MAX. It is fair to say there are no hard shadows in MAX to the degree of say using stencil shadows, and in that light, all MAX shadows would be soft shadows based on the lighting of the scene (i.e. four point lights close together would create soft shadows at a cost).
Q> How will multiplayer games work?
A> Aside from swapping the Steam Multiplayer API with Photon, there will be no significant improvements to the multiplayer game system currently demonstrated in Classic. Simple 2-8 player deathmatch arena on a single level.
Q> Seems a lot to do .. Hows the schedule going?
A> If it was just little old me, it would be a tall order, but I have a great team working on MAX and we are confident to deliver all the features listed on the pre-order page in September.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.