Hi All,
Here is the recording of today's broadcast:
And here are the answers I did not get to in the live chat:
Q> Is the "rolling generation" of navmesh and physics as the user walks around the editable terrain area still planned?
A> I am first going to attempt a 'generate in the background as soon as the terrain is chosen' approach, and if the memory footprint is too great, then we can roll in the finalized usable data as needed (rather than the heavy generation which is the worst of the three options).
Q> Will there be a new tutorial series coming out soon. Beginner and advanced???
A> We are only planning standard user tutorials for the EA release to give the majority of users a chance to make a game easily. We will be doing advanced and developer mode tutorials as well, but only when we feel a new standard user has everything they need (at least for their first few days).
Q> I came in late - can this be used for forest generation?
A> Yes some of the terrain theme biomes will come with trees suitable for that terrain, so one of the is a forest generation choice
Q> Will the option for more terrain distance be worked upon?
A> For the first version we are keeping the maximum editable area at 5km squared of the available near-infinite terrain. As we see how users explore this space, we can decide how much bigger the terrain's editable area may need to be. Just for reference, it takes about an hour to walk from one side of the editable area to the other at 5 kilometers (in your game level).
Q> VR and finished game compiling - how soon till that is back in?
A> Virtual Reality game creation will come in 2022, once we are happy the non-VR single-player experience is at a consumer level of quality. Saving standalone is planned for the EA release so watch this space on something called the 'Game Storyboard'
Q> Talking about shaders, will there ever be a selection of shaders for things like glass, water (for water volumes), hair/fur, etc? (Maybe as DLC, lIke AGK the classic shader DLC?)
A> There are no plans to add new shaders to the Wicked Engine graphics engine at this time. In fact, there are features of the Wicked Engine we have not tapped into yet such as depth of field and it is likely we will unlock these for MAX before creating our own from scratch.
Q> You could maybe make the building translucent or transparent instead of clipping?
A> Making the building semi-transparent is a good idea, but this can also have its downsides if you are looking through a roof, and then an internal wall at something you want to manipulate. It can get a little foggy.
Q> How I get GameGuru MAX?
A> The pre-orders for the EA version has now closed, but you will be able to get the software at the end of November this year when we release it to the public.
Q> Would you consider doing an arm creator? animate arms we can attach things to and weld and save the arms and weapons. a bit like CC but for 1st person arms and weapons even as a DLC
A> There are no plans to make an arm creator for GameGuru MAX, nor a Weapons Maker. They are very good ideas but for the time being we would be looking to third-party artists to use our templates and guide to create these as drop-in assets for the product. Only when all the major priority features of this game maker are hit would we look at these types of add-on modules.
Q> My tip for a long life of development and engine developers' profitability. A store system similar to the combat arms game where with each purchase the developers can earn a percentage...
A> Fortunately, we can point you to exactly such a thing, called the GAME CREATOR STORE, and here is the link: https://tgcstore.net/
Q> Any ideas of making better underwater efx?
A> There are no plans to significantly enhance the water and underwater system you see in the current builds. Down the road, we do want to add improved water effects, swimming and underwater logic, but for the EA version, this will be an above-water game maker.
Q> Do you plan UI editor?
A> We plan a very basic screen editor for the EA release that will enable you to customize your loading, main menu, loading, game over and game complete screens. We also have plans to add more features to the editor over time. Keep an eye out for something called the 'Game Storyboard' - hint hint
Q> Does it support C#?
A> GameGuru MAX supports the LUA programming language only, and is only intended for users who have scripting skills and are comfortable developing their own game logic in code. Most users will be using the visual logic system we are developing so you do not need to code in order to craft the logic for your games.
Thanks for all your questions, more lovely answers next Wednesday 4 PM BST.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.