In the recent Max live broadcast, Lee said the team has no plans to improve upon the FPS mechanics already present in Game Guru Classic, citing that Game Guru Classic is descended from FPS Creator and therefore the team feels they have a lot of experience in this genre. I beg to differ. Shooters have come a long way since FPS Creator first hit the shelves in 2005, and even back then the mechanics in FPSC couldn't be described as "industry-standard". We're now 15 years hence, and while some aspects of gun gameplay have been opened up, very little has been improved. Some features present in FPSC have even gone MIA during the transition.
I can think of a few improvements that could be made, but I really want to open it up to the community. If we can all collate our suggestions together into one place, we might even be able to convince Lee to implement a few of these.
1) Decouple arms from weapons
This is a big one, and I'm not even sure if this is how other engines do it, but it's so frustrating having arms be part of the HUD.x model of every weapon. It means I will never be able to use a BSP gun alongside an EAI gun alongside a stock gun, not without re-rigging each weapon that is, because the arms never match. Instead, imagine a system where you select your player's arms separately to their weapon. Let's say I want my player character to wear a snow jacket. I would select 'snow jacket' as an arms option on the player start marker. Then, I drop in a gun. It has been provided with FBX animations featuring an animated gun, but also a standardised arm skeleton. In this scenario, Game Guru Max is smart enough to fit the arm model I selected to the skeletal animation of the weapon I selected, maybe with a bit of inverse kinematics to deform the fingers accurately. Then you could have any weapon pair with any other weapon. Blue sky thinking, I know, incredibly difficult, but endlessly useful and functional.
2) View distance of enemies are too low
This is a hardcoded limit, and I get it was done for performance reasons, but the limit is 1500 units (38 metres), which is nothing. When I wanted to put a sniper in Extraction Point, I resorted to a raycasting script that randomly plays a gunshot sound and deals damage...all because I couldn't get a sniper to attack the player unless they were within the 1500 unit range. 1500 units should be a default for characters, but not a hard limit.
3) Lack of bullet holes
FPSC has bullet decals. Basic though they were, they at least made players feel like they had some impact on the world. Yet, they are totally absent from Game Guru Classic vanilla. AmenMoses wrote a script that partially addresses this but it's not perfect and I cannot understand why this feature was dropped from FPSC to GG.
4) Lack of complex hitboxes
Aside from headshots, every shot in Game Guru Classic does the same damage regardless of where it hits the enemy. Aside from being deeply unrealistic, it robs us of the opportunity of playing specific wounded or death animations based on where a character has been hit.
5) Dynamic crosshair/targeting recticle
Out of the box, the standard crosshair cannot animate or change. This is a shame because many shooters convey key information through their crosshair. Some games change its shape or colour to signify a hit, or display a different symbol to signify an ally you can't shoot. Game Guru does none of this, and although some of it is theoretically possible via LUA, it would be better to give the developer some control over these visuals in-editor.
6) Additional weapon animations
The current weapon system leaves no room for fidgeting idle animations or jumping animations, nor does it allow for transition animations between walking and sprinting.
7) Better support for projectiles
To its credit, Game Guru Classic does feature projectiles, but the physics on them is very wonky and they don't bounce, ricochet, or fall convincingly.
8) Named or number bones for weapons
This one is weirdly specific, but basically a HUD.x model currently is not dealt with in the same way as any other entity; it has no entity ID number and therefore you can't assign particle emitters or lights to specific bones within the HUD.x mesh. This means you currently can't have weapons that feature realistic particle effects or cast light in the environment, beyond a basic muzzle flash light.
9) Move gunspec properties into the editor
More of a quality-of-life improvement, but now that Game Guru doesn't need to be restarted to see changes to the gunspec file, surely it makes sense to bring many of those editable properties into the editor, even if only in text-box form.
That's all I've got for now, but I know there must be loads more. What do you think? Please post your suggestions below. Hopefully Lee might even read this thread if it gets enough traction!
AE