Hi All,
For those who missed the live broadcast, here is a recording we made for you:
And thanks to everyone who asked their questions live in the chat, and here are all your answers:
Q> How will the weapons work with VR?
A> Unlike non-VR weapons which require animations and hands, the VR weaons will be attached to the VR controller and aimed using that controller, with buttons on the controllers to handle reloading and other modes. It is fair to say a different set of skills will be required to get good shots, but I think it will be worth it.
Q> Will multiplayer be TDM only?
A> We have not decided on any new features for multiplayer, we are currently focusing on the single player shooter, RPG and Puzzle type games. Watch this space for more news on the multiplayer side.
Q> Is Ravey involved in the development of Max?
A> The Great Ravey is not working on GameGuru MAX, he is creating his own game and from what I have seen of it so far, expect an excitable link being posted by me in the future!
Q> When will the next beta be released??
A> No release date planned for the next build, but it is highly likely we will release one in December to give you something to play with over the Christmas break.
Q> Will game guru max support rtx?
A> GameGuru MAX will not support RTX on its first release, but our engine has the capability and we will be looking for the right time to add support for this when more of you have RTX capable cards
Q> Will the engine support various VR headset buttons?
A> We are supporting OpenXR, which in turn support several manufacturers of VR headsets, at least those that have working runtimes. For those we do support, we will ensure you have good VR Controller mappings to the controller buttons so you can control your game.
Q> Why no 3rd person this time?
A> We wish to focus on First Person for GameGuru MAX to create a higher quality result, rather than spread ourselves too thinly and try to deliver okay results across too many categories.
Q> Why not have a dedicated character importer?
A> The importer we are working on will be able to detect the rigging, animation, and other requirements of an imported character, and providing it has enough information, will produce a compatible character that can be used in MAX. Given the vast array of different formats and approaches to character design and setup, there will never be such a thing as 100% compatible, but we will recommend good sources for the best characters you can buy/download.
Q> Will the engine support ray tracing in the future?
A> There are no plans to add realtime ray casting rendering in the release of GameGuru MAX, but we will be keeping an eye on the technology with great interest.
Q> is it just me or does the team of FEAR ENGINE have members then Game Guru? and the engine is dead?
A> There is no affiliation between the FEAR ENGINE and the GAMEGURU MAX ENGINE.
Q> How will the custom animations work will you have some sort of animation editor?
A> When you import a 3D model that contains rigged animations, you will be able to assign them to an internal slot representing a series of necessary animations the engine needs such as idle, walk, run, attack, damage, etc. In this way, any character that has those animations can work within the GameGuru MAX universe, providing they import successfully.
Q> Structure editor is way too important for me, don't ever get rid of it!
Q> I am appalled by the very suggestion of scrapping the EBE?
Q> Relegate EBE to internal structures only, and improve model import support and placement for external imo
A> Please do post in the forum thread on that subject, we want to see what you have created with it and what you feel are the shortfalls.
Q> Will there be in gg max a fast travel script for example like in witcher 3?
A> We have been discussing the idea of portals and maps, but not to the extend of recreating what happens in Witcher 3. I think this will emerge as we present our initial design efforts, and then see what is needed to enable fast travel features in your game. With what we have planned so far, it may not take a huge amount of extra effort to enable that.
Q> Why can't we have the segment editor back?
A> The old segment editor was a feature of FPS Creator and worked well for interiors that only needed 90 degree corridors. Modern games require much more elaborate interior spaces and the simplicity of the old tool might not cut it for most of the ideas you have for interior design.
Q> Iis there any way to create good video cutscenes from the engine level, for example, good thing would be adding a character animation player, with pause, anim selector, something to help make cutscenes?
A> There are no plans to add a cut-scene editor to GameGuru MAX. The nearest thing would be to create a level and move the player about, record that footage then use it with the video playback in the game itself.
Q> Is there any way in the Structure Editor to make things looked damaged; roofs, walls and floors, with holes and physical wear and tear?
A> Not really. The current structure editor would allow you to make cube holes in a wall, but that is about it.
Q> How is the terrain editor and its nodules doing?
A> We have made some small repairs to it, but are currently focusing on the UI design, which has already highlighted some changes that will need to be made to the underlying terrain code. Once design work is complete, we can plow ahead on finishing the features of the terrain, painting and grass systems.
Q> What kinds of model imports will be available in the new software we were doing directly but it's not available in blender only fix and obj?
A> We are happily looking at FBX, OBJ and GLTF as primary formats, and of course legacy support requires we support X files too.
Q> When will start seeing assets in the store of GGM?
A> It is a little too early to start looking at a standard for what counts as MAX ready objects as we have not finished the software, but I expect we will start to see this once the dev builds reach a point where small levels are being created with confidence.
Q> You guys and gals take your time giving us the amazing game creator you want to give us, I'll be here waiting ?
A> Thanks for your support. It's not everyday one can produce 'amazing' but we are certainly aiming high!
Q> Will you consider making modular pieces for a building editor or a building generator, that meaning we can make our own parts and snap them together?
A> There is nothing stopping a third party artist from producing these right now, even for Classic. We have no fixed plans for creating such a specific DLC, though it has been briefly discussed. It really depends on the outcome of the feedback from the thread we created called New Structure Editor.
Q> Any chance max will be able to import .blend files?
A> No plans to support the Blender proprietor format, only OBJ , FBX and GLTX which I believe Blender can export no problems.
Q> If we cant have segments, can we at least have composite entities but was asked for for gg classic?
A> There are no plans for what was termed 'composite entities' back in the day, but we are looking at the idea of 'grouping' objects in GameGuru MAX which fulfils many of the same ideas as a composite entity.
Q> Can we get a snap mode where we can drag one vertex on one model to a vertex on another model?
A> There are no plans for vertex snapping, that sounds a little too close to a 3D modeller approach. Our approach would be more intuitive that finds a similar way to snap objects together without understanding what a vertex is.
Q> What photo files will you support?
A> There is no support for 'photo files', but we do support PNG and JPG for importing images.
Q> Will you share a character rig for customization?
A> Yes indeed, it will be part of a template files set along with a guide to show you how to create your own, or animate an existing character rig. Longer term we will be looking to make the migration of characters over to GameGuru MAX as easy as possible.
Q> Will there be standalone online?
A> There are no plans to save out a standalone that can work online. The game executable will only run on a Windows 10 desktop PC.
Q> Will there be a cutscene editor?
A> There are no plans to create a cut-scene editor, see above for an alternative approach.
Q> We need some scripting guides for max.
A> Once GameGuru MAX is much further along and dev builds are finalized in terms of the scripting system, we can then create some tutorials which cover the basics of creating and using scripts. Of course, the best recipe for better script knowhow is trial and error, and spending a few hundred hours playing with scripts to see what they do. Of course that drifts into the world and infinite fun of coding, which of course is not required to use and enjoy GameGuru MAX on its release
GameGuru Classic will continue to be supported with bug fixes and functionality additions.