I hope you enjoyed the live broadcast this Wednesday, here is a recording for those who missed it:
And here are the answers to your many questions:
Q> Can we import Character Creator 3.3 character to Gameguru Max?
A> No plans to support Character Creator 3.3 exports in the release version of MAX but we do have an importer which will import various export formats such as GLTF and FBX which may help.
Q> Can we please have confirmation of particles in max? Do we have to purchase the AGK editor to make our own particles? or will there be an editor inclided or coming later specific for max?
A> We are planning to import the particles created with the Particle Editor for AppGameKit Studio, but we will be releasing a special GameGuru MAX DLC with a slightly modified Particle Editor for use by MAX users. No worries however, particles creates in either will work with MAX when we release this feature.
Q> Vrmode=3 .. What do the other modes do?
A> The other modes will do nothing in MAX, only VRMODE 3 will enable the headset and controller functionality.
Q> Are sprites in GG Max yet and WIndows Fonts .TTF etc ?
A> Yes you can create and display sprites using the LUA scripting system, though TTF font support for 2D and 3D rendering is not yet supported, but we are planning to move away from the old bitmap font system as soon as possible.
Q> Will we have non-3D text still? I'm assuming that was Prompt3d?
A> We currently only have 3D text being used by Prompts, but we are planning to reinstate regular 2D rendering to the screen for the non-VR experiences as I think there is enough demand to keep this method of showing text.
Q> Can you define the distance for picking up items? You were pretty far away when it asked you to pick up the weapon.
A> Yes you can control this within the script, and we may tweak the defaults before we release so the arm stretch is not so crazy.
Q> Can we have a flashlight object picked up before we just shine the flashlight?
A> That is a good idea. We are currently sourcing a good torch/flashlight model that works well in VR, and then we are likely to have this feature tied to an entity behavior to activate, though it might be well to have it as a toggle in player start marker too.
Q> It's looking good in your demos, but when I run the cellar demo most of the textures are missing, and I'm having other issues in the editor. Too soon to submit error reports? Do I send screen shots?
A> Yes too soon for official reports, but please do comment in the forums so your experiences can be generally known. We are aware of the missing texture issue and has been fixed in our internal build.
Q> Is it possible to change the flashlight look with a mask image?
A> It is not a fake flash light as in Classic, it is an actual spot light that is directed in the direction the player is holding the flashlight. There are no plans to mask that might with 'torch lens patterns' at this time.
Q> Will we be able to do things like erosion or fluvial - make the terrain looks very realistic?
A> There are no plans to add erosion or fluid dynamics to the sculpting of the terrain, you would need to do these manually with a small sculpt brush. We are however looking at the possibility of having an import heightmap feature that would allow you to use speciality terrain creation programs and then import the results into your game levels. Not for release though!
Q> That terrain cursor looks fine as stated above... Can we have waypoints like that the lines are horrible?
A> There are no plans to substitute the waypoint path lines with green cubes, but we are happy for this discussion to take place and see what the community think about improving the path lines visuals and functions.
Q> Is the release date still planned for the 30th?
A> We are still aiming for the 30th, and the reason we are working frantically to get everything in on time
Q> Is material index sounds of some sort still in the cards for Terrain? So we could have different sounds for grass and dirt for example?
A> Yes, we are working on just diffuse right now, but once we have terrain at top speed, we will be looking at the normal, surface and attribute layers so footfall sounds can be controlled via painting the material index, or more likely, associating it with a chosen texture paint.
Q> Are we going to be able to create bigger maps?
A> Yes indeed. The terrain you saw in the broadcast was one node. We have a node based system which allows us to attach nodes in any direction to any other node, making for very large game worlds if your design requires it, and virtual texturing and geometry streaming ensures you do not need the entire game world in memory at any one time.
Q> Oh I can't wait the things I have planned for this due to it's simplicity, but is there a Melee option?
A> Yes the weapon system supports melee combat, and we are hopeful to show off the metal pipe weapon for the release, in VR and non-VR experiences
Q. UNDERWATER WORKS TOO?
A> You can do underwater and the sounds change to suit, but we will need to work on that more after release as we have not focused on underwater games for now. The hope is that full screen distortion, underwater fog and underwater dynamics will form part of the underwater system in MAX.
Q> Does water still kill you or is swimming going to be a thing?
A> You can enter the water and the player logic switches to a slow movement swimming on the surface and underwater. Nothing special with just the basics for water navigation.
Q> Can we make turbulent water - like large ocean waves?
A> I have seen Wicked do some nice turbulent waters, so I think the answer is yes, but I have not managed to make the settings do that yet
Q> Will it work in third person, because this thing has crazy potential?
A> We have disabled TPP for the initial release as we want to focus on getting FPP right. I think the community agrees the third person system was left a little wanting, and so for MAX we don't want too many half-baked things floating around until we produce something rock solid and does what it says on the tin. If you are working on a third person game, best you stick with GameGuru Classic until we are ready to tackle a proper third person game making system.
Q> Physics on water - can items float?
A> There is code in there for certain entities with the correct mass settings to float, but it's not what I would call world class. The physics will be largely unchanged from Classic, but once we have all major features in a solid state, we are likely to return to physics to enhance it with some ideas we have had for a few years now.
Q> Are we gonna be able to paint water?
A> There are no plans to paint water in MAX, though it is a great idea for things like streams and accumulated water puddles. Perhaps raise the issue in the GameGuru forum and perhaps show some examples of games that may very well have been created with a 'paint river' feature.
Q> Will custom lua scripts working in current game guru work in MAX?
A> Yes indeed. Almost all scripts will work in MAX if they worked in Classic. and in fact we have hardly made changes to the Classic scripts, just copied them over selectively for the functionality we required.
Q> Will it be like GG classic where water is just on a level or can we have a water brush for a mountain top stream?
A> It will just be a water table plane for now, no separate water bodies.
Q> Will we have water displacement ? like wave breaks?
A> There is geometry manipulation done by the water shader, but you will not have direct control of adding a displacement map to the water effect for now.
Q> Will users be able to add customized Colour grading or make own presets?
A> You can make your own presets by adding a custom file to the new 'imagebank\lut' folder for MAX.
Q> Can be chang the water to make it like acid or lava?
A> Yes you can change the color of the water to a green or red, but there will be limits, such as not being able to change the texture of the water effect.
Q> Can the waves be given more height? (Made more "turbulent" like in a storm)
A> There are some cool settings, and I have seen higher waves, but there will be a limit to the size of the waves as they are designed as much for performance as for visual quality. A real wave, to say, crash over a building, would need to be modelled and animated in 3D, then imported.
Q> Is foam and edge wave/swirl effects (at intersect with terrain) planned for water?
A> There are no plans to add water foam or edge swirls to the water effect in MAX.
Q> Will it be more characters and accessories for the character?
A> We will be expanding the basic character creator body parts choices over time, starting you off with some basic choices for male, female and zombie. We will also be asking artists to create character creator body part DLCs that are fully compatible with MAX and sold as official DLC to expand your choices, plus release a full guide on how you can create your own model parts and how to prep them for compatibility.
Q> Is the expansion and streaming in of terrain still planned where you can expand the terrain as you need?
A> Yes indeed. Everything you saw in the broadcast is built on the virtual streaming system we developed for this, it was just kept small while we debugged it. Eventually the majority of your game world will stream in as you need it.
Q> Wicked has some great water features like flowing water. Any plans to add that sort of thing?
A> There are no plans for flowing water in MAX on release, but as a general rule, we will be looking to expose features available in the Wicked Engine before embarking on adding our own custom ones. We feel the Wicked Engine is a top renderer with some excellent effects,a dn looking forward to bringing them to the MAX universe.
Q> When will the beta come out with terrain and all the new stuff to play with?
A> We are working hard on that very mission, and it will be down to our internal QA as to when we can release something we can honestly call a beta build. We don't want a lot of backlash over the fact it does not meet the requirements of 'beta', best we push for a solid build that hopefully does not disappoint when it comes to creating games and testing for long periods of time.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.