Hi All,
Thanks to everyone who attended the latest live broadcast covering development progress on GameGuru MAX.
Below you will find answers to all the questions you posted during the live event:
Q> Will there be a 3d built-in character editor?
A> Yes, we call it the Character Creator and you can find it in the top toolbar. You will be able to create men, women, and a zombie, and the system is expandable so more body parts can be added down the line.
Q> Is Photon still coming?
A> Yes the new multiplayer system is based on Photon and will be functionally similar to the current Steam multiplayer experience.
Q> Will there be any chance of adding a hide crosshair option in Max and GG via Lua?
A> There are no plans to add new LUA commands for release, but I think this is something that can be done relatively quickly once we get to the 'nice to have' list.
Q.> It should explode if you hit the barrel.
A> Yes there is a strength value for the barrel, currently set to indestructible. When strength is specified, the barrel will explode after a certain amount of damage.
Q> In the alpha 5 can we test those realistic lights you were showing in the youtube video?
A> Everything in the Alpha 5 Sneak Peek Video can be done in the actual alpha build available now to add pre-order users.
Q> How the sun is going to be in game-guru max compared to gg?
A> We are adding a new editor settings and in-game controls so you can adjust the attributes of the sun, or switch it off completely.
Q> The characters currently look very out of place, will they be getting a more realistic overhaul?
A> All entities rendered in the game use the same lighting model and attributes system, so it is just a case of adding better lighting design into the scene. The one I created took around 5-10 minutes and I dumped an outside light very quickly with no thought to aesthetics.
Q> Can gg max have screen loading between levels in real 3d, animated instead of a 2d picture?
A> There are no plans to have real 3D or animated sequences between level loading. You would need to do that in script, and probably at the end of the level before starting the load for the next one.
Q> What control will we have over light probes and/or reflection probes?
A> The current thought is to add the environment probe option to the light settings and have them on by default so by placing lights you also place probes that will help with lighting and reflection cues. Of course, you could add the light, then disable the lighting so you can place just a probe at key locations.
Q> Will we still have the issue where modifying environment lighting by Lua, effects the actual lightning settings of the map?
A> The lighting should restore to your editor/level settings after a test game and changes imposed by the scripts. If this is not the case on release, you can consider it a bug which we would fix both for Classic and for MAX.
Q> For the VR testing how will that actually work? Steam VR? What headset will we need? Can you do a video on how to use a headset?
A> We will be using OpenXR for our VR support, so right now that means you can use Windows Mixed Reality and Oculus Rift/Quest. Steam is working on their own OpenXR runtime but it's far from finished at the moment and no expected date for when it will start working with the HTC Vive and other VR headset Steam support.
Q> Will players be able to pick up any meshes with collision detection (not necessarily weapons -more of a simulation experience)?
A> Yes there is a script called PickupSimple which when applied to an entity allows the player to pick up that entity and carry it about, throw it or drop it somewhere else.
Q> Is it possible to make grenades something that enemies throw while not having to give the grenades as a weapon, such as an uzi?
A> There are no plans to give enemies grenades or allow grenades to be spawned via script. It is a good idea, however!
Q> Will there be a way for a light to follow a waypoint?
A> Yes you can create a script which moves a light along a path, such as one created by the waypoint node system.
Q> What are the system requirements for gg max?
A> You will need a decent PC with at least a GTX 960 (at the moment) though final specs are not finalized.
Q> What date in sept for the whole release?
A> Sometime in September
Announcement coming on Thursday so watch this space!
Q> Will we have multiple cameras in max at any point?
A> There are no plans to add multiple cameras to MAX at this time, though it has been suggested we need to add it to Classic to fulfill one of the early promises back in 2015.
Q> So the sun is not going to illuminate anymore the interiors of buildings?
A> No, the walls and ceiling would block the influence of any sunlight, but an open door or window will let it in.
Q> When can we adjust Bloom currently it's way to high?
A> This is being worked on right now, so expect to be able to control many visual elements similar to the TAB TAB system soon.
Q> Why are you not using DirectX12?
A> We are using the Wicked Engine which supports both DirectX 11 and DirectX 12, though we are releasing as a DirectX 11 build to increase the compatibility to cover more graphics cards. Down the road, we may activate the DirectX 12 version of the build for those who really want it.
Q> Can we see Max's settings for all the basics like fog cam distance, lighting etc being saved per level?
A> This is being worked on right now so should not be too long before you can see the new panels.
Q> Can we have the "Tab" clip mode back so we can remove the roof and work on interiors?
A> Yes I will be looking for a way to bring that back, depending entirely on whether Wicked Engine makes it easy for me.
Q. So it's not going to use a lightmapping system to recalculate?
A> No, there is no lightmapping GameGuru MAX, all lighting is done in real-time and dynamically.
Q> Will there be a limit to the size of game we can make?
A> Yes there will always be limits across multiple categories, but you should be able to make larger games than those possible in Classic.
Q> How can you expect 50 dollars or more for directx11 engine?
A> At the end of the day, GameGuru MAX will not appeal to everyone, just those who value the features included. There are many tools out there, many of them free to use and all fulfill different needs. If a DirectX 11 engine is a deal-breaker, no worries at all. We may switch on DirectX 12 down the road if the community thinks it's a good idea, but there is no immediate need.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.