Hi All,
Here is today's broadcast recording:
And here are the answers I could not get to in the live chat:
Q> Every time when I launch a test level, my player clips through the terrain and falls into infinity?
A> Yes this is fixed in this weeks build, but do post any issues you find related to the physics in our issues board if you find any.
Q> Will this engine beat unity or unreal?
A> We do not expect to beat Unity or Unreal as they are large powerful professional engines. We are a small indie game engine that takes some of the sting out of making your own games.
Q> Does this engine have any modular build system?
A> You can create larger things out of smaller objects, and we also have a Developer Mode Structure Editor for small structure creation, but nothing is planned on the scale of say The Sims Editor.
Q> Will it be possible, to create cutscenes in MAX?
A> There are no plans to add a cutscene editor into MAX, but you could possibly contrive something like a cutscene using the visual logic system and the behavior editor.
Q> Can you turn off physics in gameguru max?
A> There are currently no controls to turn off physics as this would effectively send the player plummeting through the floor. We are not planning vehicles, flying or otherwise for the initial release so if you can expand on why physics should be switched off, I can get a clearer idea of what you are aiming to do.
Q> The new terrain only generating physics around the tiny starting area seems kinda counter-intuitive to me. Will there be an option to generate physics for the entire editable area as it is currently?
A> If you place an object at each corner of the editable area, it will create physics for anything within that border, but right now it's not as fast as I would like. Currently takes about 60 seconds on my PC which is an unacceptable waiting time. My plan is to have a rolling physics generation system to reduce physics generation wait time and keep it memory efficient.
Q> Any Information about the Multiplayer, what game modes, and so on..?
A> No details on the multiplayer side at present, only that it is highly likely we will be using Photon for the API.
Q> I wonder if there could be a free demo where you are limited to do things? (Sorry if it sounds confusing)
A> We are planning a free trial version of MAX after the release so you can try it for free before deciding to buy.
Q> Do you have plans to add different building types that will go well with the game themes you choose when available, ex: a Mansion for a Puzzle Game or Castle for RPG?
A> Yes the plan is to populate the core product with enough assets to represent a few good game themes, which includes locations and buildings when required. For example, you will find wooden huts and shanty buildings that will work well with our Jungle demo.
Q> Could making portal guns (like in the portal game) be possible?
A> There are no plans to include a portal gun in MAX, and it would be difficult to implement as it requires rendering control inside the game, which is not available through the current set of LUA commands.
Q> Customizability is a very important part of any engine, what is the reason behind not having shader scripting support and support to make character creator work during runtime?
A> Character creator works in the software and used when you are editing your levels. We saw no reason for editing characters while playtesting the game-level, but we would like to learn more about this feature request. The primary target for GameGuru MAX is casual users who do not necessarily want to code or create art (or script shaders) in order to make a game. You technically can edit, compile and replace the Wicked/MAX shaders but it is a highly technical process, and the chances of breaking the graphics engine would be high.
Q> Why is the interface blue? ?
A> You can change the interface color/style in the SETTINGS option from the menu. We chose blue as the default as we liked it
Q> Does GGMax is going to support opacity maps?
A> There are no plans to support opacity maps. We do support the inclusion of an alpha channel in the _color texture file for semi-transparent effects on objects, but there is no specific support for an opacity texture file.
Thanks for all your questions, more answers next Wednesday 4 PM BST
GameGuru Classic will continue to be supported with bug fixes and functionality additions.