This week we had an info-drop on GitHub with an update from Lee.  You can see the full details of it here but the latest essentially confirms that he's got a heavy focus on multiplayer and VR:

While this is disappointing from a bug-fixing standpoint, it is at least some form of development so I'm curious to see when this thing is planned on going live. 

Lastly if you haven't taken a look at the thread on the forums about the lack of official word (I don't count, sorry!) then check here:

What's Good in the Store

Nothing new this week, sorry guys.  My camera kit is still on sale at half off, so pick it up now before it falls off sale!

Free Stuff 

Graphix made a free cubemap skybox of a winter forest:

JPH made a six-pack of free PBR skyscrapers.

Third party Tools and Tutorials 

BOTR continues his impressive work on an FPSC to GG importer.  This pipeline could really save some of the level creation of GG, considering the terrain engine is the biggest slowdown for the system.  TGC would do well to leverage projects like this.  

Defy is looking at putting together a dev log, but continues some important off the books work on saving and loading.  He may have a solution to some very serious problems with the current setup.  Time will tell!

Random Acts of Creativity (WIPs)

This week we saw a great demo of Slaur3n's cowboy survival game. 

The video shows a fairly high level of refinement for a GameGuru Game and I recommend all GG developers watch this for a good idea of some interesting new gameplay considerations:

Meanwhile, Bod has been plugging away at getting functional vehicles more functional by adding a working speedometer! 

My 'Silent Hill GG-Style' Game is available for download after having been updated to DX11:

Be gentle, it reflects my game design from 3 years ago and I did little to actually change it beyond making it work in DX11.

DenZelik updated his game Neir:

While the asset use is fairly tame, I do like seeing that he's worked on custom inventory and HUDs so keep an eye on this one!

In My Own Works

This week I got sick of the stumbling blocks I kept hitting with the projectile system.  Between talking to EAI, Preben and others I came to the conclusion I would need to dig into GameGuru's root source code to figure out what was happening. My goal was to create a tennis-ball like weapon that would do no damage but interact from a physics standpoint with the game engine.  So in short, a very similar weapon to what's in Unreal.

Thankfully I was able to find the problem and will make sure that my tutorial (to be posted soon) will have this information in it! 

Michael Messina (AKA Bolt-Action Gaming) is a native of central Pennsylvania, currently residing near York. He is a Linux Systems Engineer, part-time author, part-time Indy game-dev and full-time father. He is currently working on authoring a start to finish guide for GameGuru via Taylor and Francis (via CRCPress).