Hi All,
Thanks to everyone who attended my live broadcast this week, and here is a recording if you missed the 4 PM BST session, this time covering the improved grass rendering:
You can also find all my answers in spell corrected glory below:
Q> Will there be any updated ai and will there be a in-game cinematic creator?
A> There are no plans to substantially add to the AI scripts and no plans to add an in-game cinematic creator module.
Q> Will we have deferred decal rendering at some point?
A> There are no plans to add referred decal rendering (that I know of). If you can elaborate below, it might blend with some other stuff that we are doing with the engine
Q> Will the tab settings improve, like global ambience and surface lighting?
A> The in-game TAB settings are subject to lots of change, I think we are early days on deciding which features should be front and center, and which can be hidden for more expert settings.
Q> Will the next build include bug fixes that were reported in the forum (transparency issues, etc..)?
A> The next build is not likely to contain any fixes reported thus far, but we have transferred them to our internal task lists with all the details you have provided. We will update on specific fixes as part of your update log, watch that space!
Q> Can we add dialogue in the game?
A> Yes you can do that by using the LUA scripting system to great effect, but there is no 'out of the box' conversation engine at the moment, you would need to learn scripting to chain complex conversations together.
Q> What about the voice dialogue?
A> You can set a character to speak using your own voice via a recorder, using Text To Speech or selecting a WAV file that contains voice. In all three scenarios, the engine will generate lipsync data for the character (if you are using a character created with the built-in character creator).
Q> Will the snow weather system cause snow to stick to the grass and trees. as well as rain causing the trees and grass getting wet?
A> There are no plans to have the snow accumilate in the scene or rain to wet the surfaces within the scene. You might be able to do this with your own 3D imported models and scripts. Another option may be available through the new particle system but we will have to see the power and extent of that system during development.
Q> Also it's a frozen lake a possibility. snow map with the water but the water freezes on top and if the player shoots the ice they can fall through?
A> No plans to add frozen water mode out of the box, but I imagine you could do something clever with an imported 3D model, some good visual settings and player control script for the slidy part, shooting it and falling through.
Q> Estimate on next build to play with?
A> I think the next build will be to test the new auto update system. Alas I am taking my first holiday of 2020 next week so I think you will not see a build until early November, but by then my helpers will have done many cool things and should be a good build.
Q> What will be done to improve water?
A> The water you see now is not final. We have some additional scenarios to cover such a standing water, slow moving water and water you might see in a small stream as opposed to the sea and ocean water you see now. When we start this, feel free to chizel away at our efforts until we hit the perfect water recreation for MAX, in both visuals and functionality.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.