Hi All,
Here is the recording of today's broadcast:
And here are the answers to the questions I did not have time to answer:
Q> Screen shake/flinch when taking damage would also be greatly appreciated?
A> Good suggestion, that one is going in
Q> Can we NOT have the heartbeat and blood screen this time .. Or at least be able to disable it.
A> Heartbeat is being replaced, and I will add a tick box to switch off the screen blood effect when hurt.
Q> Will we be able to customize the HUD?
A> We are planning to have a HUD editor which allows you to place down and use your own images, text and values for your game screen.
Q> Can you tell me about the export option of this software. thanks
A> When you have completed your game, you will be able to export as a standalone executable that you can share with your friends, or sell, as you see fit. We only support Windows 10 and above.
Q> Is the visual logic just for AI or everything else too?
A> You can use the visual logic system for any object, and the behavior editor for any dynamic object too.
Q> Are you planning to add custom interfaces creator?
A> Yes, we have what is called a Screen Editor which you will use to create your title and game menus.
Q> Will game guru MAX have basic shapes like box, sphere, cylinder e.t.c... well, basic standard shapes basically, because it would be a good way to make something in engine aside from structure editor
A> There are no plans to include basic shaped objects, only objects from the real world. We have a decent importer now so you can easily create shapes in a 3D modeller and import them as MAX objects.
Q> Will GG Max support IK rigging?
A> There are no plans to support Inverse Kinematics at this time.
Q> Can i do only shooters?
A> For the Early Access release you will only be able to do shooters, but we are engineering with RPG and Puzzle games in mind, which will be worked on in 2022.
Q> Is there are plans for RPG and other themes like Puzzles?
A> Yes indeed, watch that space in 2022.
Q> So will you be making the procedural terrain larger as it would be a shame not to extend it all?
A> The current terrain system already stretches to near infinity, and the editable area is 5km. Plenty of space to make your levels
Q> Also, any plans to include bullet tracers or other such effects that enhance the visual aspect of gunfights? Shame to see the "random" feeling GG classic combat return.
A> There are no plans for adding tracers to the new weapons shown today. The combat AI is far from complete at this stage, so expect much better soldier behavior in the weeks to come.
Q> How smooth would the character animation switching speeds be? like someone running and then attacking for example?
A> This is currently a fixed transition of 10 frames, but I plan to amend the animation system to allow this to be controlled on a per animation basis within the behavior editor commands so you can do quick transitions, and in other cases very slow transitions.
Q> AI ragdoll physics?
A> We are going to reinstate ragdoll, but there will not be much AI involved for the first release.
Q> Will they make a normal animation of the player's death?
A> As this is a first-person perspective, there is no player to animate a death for. Right now we simply cock the player's head then restart at the last spawn point when the player runs out of health.
Q> Will opening levels on trigger have more control, like will it be possible to see the level-triggered and opened in the engine lauched game mode, instead of only seeing it fully open in standalone?
A> You would do this in the Game Storyboard section, and intercept the transition from one level to another with a screen of your own design (if you wish).
Q> How much will gameGuru Max Cost?
A> The planned release price is $49.99.
Q> Can we PLEASE get Female Arms too?
A> I think that is a fair request. I was hoping the current arms would appear genderless but looks like we need to do a little more work there.
Q> Where can I sign up for testing?
A> Pre-orders have now closed, so there will no longer be access for new testers until we release the software into early access at the end of November.
Q> Finally, I've heard it talked about I think, but what's the stance on projected decals for blood/bulletholes again?
A> The Wicked Engine method of projecting decals is quite costly (it appears), so the system we will be looking to use will involve instanced quads in the scene, that decay over time.
Q> Will there be a transition system between levels with data retention?
A> All the player statistics and progress data will be retained for the lifespan of the game, and not limited to the scope of the level. So a weapon collected in level 1 will still be available to you in level 2.
Q> Is it planned to make weather affect surroundings, for example, rain making scenery wet?
A> There are no plans for weather to have a secondary effect on other game elements for the first release, it will simply be a visual effect to create drama in your levels. Down the road, we would like to see the wind affect trees and snow/rain affect surfaces but not for release.
Thanks for all your questions, more answers next Wednesday at 4 PM BST
GameGuru Classic will continue to be supported with bug fixes and functionality additions.