Hi All,
Find the recording of our live broadcast below, showing some new cellar demo assets and the latest work on the UI:
I am also happy to answer all your questions from the live chat, which you can find below:
Q> News time what about the Character rigging?
A> Though can import your own models with any rigging you like, we have a set one for our own character creator bodies which we use to allow us to interchange parts and animations. We will be providing a template set of files so you can create your own character creator parts using our chosen rig.
Q> Does Max use floor zones?
A> We are planning to gently remove floor zones and replace them with a system to scan the level and determine all places where a character can reasonably walk about. This would also mean that some of your legacy levels that depend on the floor zones may produce different gameplay in MAX, as the character could potentially leave their designated zone and go beyond the line.
Q> Chance of a Classic Hot Fix?
A> We are planning a Christmas Fixes update for December, so watch that space!
Q> Will the Steam launch date defo remain 1st December?
A> We have dropped the planned December release of MAX and instead replaced it with an open release date, focusing on making sure the product is 100% right before we release it. I believe putting product quality first makes a lot of sense.
Q> Will there be a View option to hide things like lights, markers, etc?
A> We will be looking at intuitive ways to display the various level elements in a smart way, but we will likely add some extra controls to filter out elements you do not want to see as you develop your level.
Q> When importing models, how do we set up collision?
A> We will be overhauling the importer panel to allow you to control the type of collision the imported model uses, be that a simple box or a full polygon shape. We can also choose other shapes such as sphere and cylinder.
Q> Will there be a way to import the entire GG Classic asset library into Max?
A> Yes you can simply manually copy all the files over from the entitybank folder, but we recommend you use the new built-in system which loads a Classic FPM Level from the classic installation, and it will carefully copy over all the assets that level uses into MAX. Much cleaner.
Q> What will the native FPS be on game guru?
A> It will match the hertz rate of your display, whether that is 60, 72, or 144. We have v-sync on by default to create a smooth rendering experience and avoid the artifact known as screen tearing.
Q> When is the next beta out?
A> There is no planned date for the next build, but please let me know below if you want to have a play with the version you are seeing now or whether you want to wait until grass is done and the new UI Is further along.
Q> Will multiplayer be on steam or a dedicated server also will you include a mission objective system?
A> We are avoiding details on the multiplayer side at the moment so we can focus on single player. We are using Photon now so you will not require Steam to run your games. As part of our game logic work, we will probably be adding an objective system so you can easily create a series of objectives without resorting to scripting.
Q> The 3 types of game you mentioned - will all of these mechanics be available for VR without any additional scripting?
A> Yes all games you create will work out of the box in VR and non-VR. There will be some games that work better than others in VR, but that is half the fun of creating your own games and finding this out for yourself.
Q> Will there be a dedicated Makehuman model importer or something to bypass the need to make animations manually?
A> There are no plans to provide dedicated support for any third party character format, but we are looking at other character creators to see how they could work with MAX.
Q> Will we have voice chat with multiplayer in MAX? Photon seems to support it?
A> I believe Photon does have a voice component to their service, though for the time being, we are focusing on single player. I believe voice chat would be important in a VR setting when you would not have access to an easy keyboard.
Q> Tell us more about the A.I. and will we be able to see better interaction between player and NPC's?
A> Any new AI we work on will come directly from our work supporting the three game types, RPG, SHOOTER, and PUZZLE. I think it is safe to say we will need a number of new AI elements to create mechanics that fulfill the requirements for those games.
Q> Aan aproximate day of the release?
A> There is no rough release date at the moment, and for the moment we are using an open release to ensure the product is 100% right.
Q> Do you guys need any support for Lua scripts for interactive entities and such?
A> I think a few builds down the road when you can start making games without hindrance, any scripts that do cool things would be most welcome as part of the final release. I think the best time to know what these might be is when we are finishing off the mechanics for the three game styles, as we will have created more scripts by then.
Q> Will we have a mission objective system also will gamepad support work out of the box for Xbox one controller and PS4 controllers?
A> Thanks to the requirements of the RPG style of games, we will need an object system creating that does not rely on someone to script, and would be an intuitive and visual system so anyone could quickly and easily set up game objectives. We already have support for some controllers, but once we get to the game play work, and you find a controller you have does not work, report that to us and we will buy the peripheral and make sure it works for release.
Q> Or will there be a keybinding input system?
A> There are no plans to add a key binding system and all controls will be pre-mapped as it is now. If there is a lot of demand for such an addition, we can look at that as a separate conversation and work out a priority for it.
Q> Will there be customizable height maps?
A> There are no current plans for importing terrain height maps, the current design work is suggesting more control when creating random terrain, but there is no option to load in a height map of your own. It is a good idea however and might make it into an iteration of the terrain creation system.
Q> If you insist on not releasing extra parts for the character creator, will you at least make it easy to create and import them, and let artist sell them?
A> Not so. We will be releasing extra parts for the character creator, both in updates to MAX and as third party DLCs. We will make available the template files and a guide so you can create your own character creator parts too, and of course, you can then share or sell what you have made to the MAX community.
Q> I tried creating custom parts as it is, it's not an easy task really as it requires the biped on each part?
A> Agreed, it is very much the domain of the technical artist who has prior knowledge of how the parts work internally. The guide we will write, and the template files we provide should help anyone go through the steps to creating, rigging, and exporting body parts.
Q> Will multiplayer be customizable as well, such as not just only Team Death Match games?
A> No details on what the multiplayer side will do at this stage, and for sanity, assume no additions to what you see in Classic. The only major change is that we are using Photon instead of Steam so you do not need Steam to run the games.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.