Here is the recording of today's broadcast:
And here are your live chat answers:
Q> Can enemies jump, climb, swim, etc?
A> Currently enemies cannot jump, climb or swim. They are pretty much land creatures right now until we get the basics correct. No point putting enemies on rooftops until they can survive on the ground.
Q> Can we allocate different sounds to different painted terrain?
A> Each material provided to paint the terrain will have the correct sound associated with it for the footfalls. There will be no option in the EA release to change the preset terrain textures.
Q> Will we get ambient occlusion and wicked's voxel-based global illumination?
A> There are no plans to add ambient occlusion or voxel GI in the EA version. We are however very closely tied to Wicked Engine and will be looking for the right times to introduce new features found in this excellent graphics engine.
Q> Are there any major optimizations coming? MAX can chug quite even on good hardware well above min spec?
A> Yes, we have identified some areas that will need speeding up before the release, but if you can be specific in our issues board so we can reproduce, that will help a lot.
Q> When building a game can you adjust the view to lit, wireframed....etc?
A> There are no controls to change the rendering modes of the software, only the finished visual. Please provide some usage cases why this would be needed for most game makers.
Q> Will MAX be compatible with Oculus quest 2 or Index?
A> There are no plans to support Oculus Quest as it is an Android platform, but we will be supporting the Valve Index when we add VR in 2022.
Q> Will there be some sort of water or liquid shader to make a model appear liquidity. Like a bathtub with a dirty water model in it?
A> There are no plans to add a water shader for specific objects, the only water shader in the EA version is used for the water plane in the terrain.
Q> How is the soldier AI progressing and what method will this use?
A> The soldier AI will undergo many iterations as we bring in more animations, and refine their behavior of them in different scenarios. Writing smart game bots is not easy, but we understand it is more a process of continual iteration to get it working well for generic scenarios.
Q> When a player walks downward on terrain it is jerky and jumpy, would the smoothness be looked at before launch?
A> I am not aware of an issue board report on this, but I have seen this happen. Can you post an issue on our board so we do not overlook this, good point!
Q> Will there be any discount on launch?
A> I am not aware of any launch discounts planned, you will need to write into our support system as that will get you to the sales side of TGC
Q> Are we going to be able to paint puddles on the ground? wet mud?
A> There are no plans to 'paint' puddles or wet patches, but you can select a number of puddle objects from the MAX Collection of assets, which can be reflective and look pretty good.
Q> Can you add dismemberment or at least beheading (with headshots) to the characters, especially for zombies?
A> There are no plans to add 'ultra violent' asset content at this time, we want to keep the game maker as family-friendly as possible.
Q> Can I use a Frozen screen and shoot free with my mouse. So the screen doesn't move when I move my mouse?
A> There are no features in GameGuru MAX to freeze the screen and free up the mouse point to shoot. We are pretty much focused on perfecting the first-person experience which keeps the shooting to the center of the screen. If you have usage scenarios that you feel belong in the shooter genre of games, please do post your ideas so we can consider them, or add as a feature request in our GitHub issues board.
Thanks for all your questions, more answers for you next Wednesday 4 PM GMT
GameGuru Classic will continue to be supported with bug fixes and functionality additions.