Hi All,
Thanks to everyone who attended my little live broadcast, and for your questions, here is the recording for those who missed it:
Below are all the questions asked and answers to match. Enjoy!
Q> When do we get functional terrain?
A> We are adding it to the product now, watch this space for more news on the terrain editing!
Q> How is the tutorial documentation coming along?
A> We have an outline of the user manual, and we expect it to mature over the course of September as we refine and finalize UI features for the release.
Q> Approx. what time will Copy and Paste be implemented?
A> We added COPY and PASTE a while ago, try the latest alpha build, highlight a few entities, press CTRL+C and then CTRL+V to see it in action!
Q> Can we get snapping/grid for the UP axis, too?
A> Check out the latest snapping options and provide some ideas how you would like to see the vertical snapping work in concert with what we have now, interested to see how you think we can get a 3D snapping from a 2D interface starting point. I am sure we can come up with something!
Q> Will grass throw shadows?
A> No plans to add shadow casting from individual grass blades/decals.
Q How about blood sprays and decals?
A> We still have these effects in operation but the images associated with those renders are not present at the moment, expect them in the final release if we opt to keep blood and damage indicators for release.
Q> When will the complete engine come out?
A> We have agreed on a final release date of the 30th of September.
Q> Do assets belong to the terrain 'tiles' or are they placed anywhere in world over the streaming terrain?
A> You would place assets/objects/entities separately onto the terrain. The terrain would not contain assets, except of course for its height field and the textures it has used to paint the details of the surface.
Q> Will there be multiplayer in VR too?
A> Yes, the plan is to have VR work whether you are single-player or multiplayer, but we have yet to test this in a real scenario, so reserve the idea that for some reason it does not work for release.
Q> How will water work - is it all at one level like classic? Will it follow the player rather than be static in relation to terrain (so seems infinite to player view)?
A> We will have a single water table plane which can be adjusted up and down, and the terrain intersects this water plane. No plans for separate water bodies.
Q> When will water be added and will it have the vanilla under water efx?
A> The water will come in around the same time as the terrain and will have only basic underwater visual effects. Nothing fancy.
Q> Has extract entity been sorted yet, so we can extract an entity and it keeps its height for placing them inside and over top of other entities?
A> Yes indeed, in the next interim alpha build you will be able to test out the new extract modes which allow entities to follow the floor, keep to their extracted height or use a fixed Y position for more accurate constructions.
Q> Will MAX be compatible with the new oculus quest?
A> Yes you can use the Oculus Link with your PC to play VR levels on the Quest.
Q> Will the terrain feature tiling in the beta as you demonstrated in a prior vid? How will entities work with the limitless terrain?
A> Yes the sculpting we demonstrated will be the same in the forthcoming beta. There are no plans for limitless anything, the terrain will have a finite amount of resources to work within, as indeed, humanity has yet to figure out how to make a PC with limitless resources.
Q> Will custom lua working in the current Game Guru engine be compatible with MAX?
A> Yes indeed, ALL LUA scripts will be backwards compatible so anything created in Classic should work fine with MAX.
Q> Will entiybank and the files folder be writable in 6.1?
A> We have the writable folder system working in Alpha Build 6 with some issues, hopefully, most of the outstanding nuggets will be resolve for our Alpha 6.1.
Q> After release are you planning on having voting for future features on the forums?
A> No plans to reintroduce voting. As it turns out there are a gazillion features and just as many ideas what votes are important, beyond the simple metric of quantity. For MAX we will aim to keep the feature list static, and instead, focus and lavish effort on those described features before moving onto pastures new.
Q> Is player collision still being worked on?
A> Yes indeed, you can still get stuck on some entities and imported objects that have no configured their physics property for the engine.
Q> Can enemies navigate inside buildings?
A> Yes, characters will be able to path find through a building created with the Structure Editor. For buildings that have been imported, it will largely depend on how the geometry for that model has been assembled, so we cannot guarantee navigation through arbitrary imported meshes.
Q> When will this be released for the Mac?
A> There are no plans to release GameGuru MAX on the Mac or any other platform.
Thanks for all your great questions, feel free to continue the discussion below and as always, happy game making!!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.