Today we are pleased to announce the release of the new terrain texturing system, upgrading the current 4 texture limit to a whopping 16 textures and a new UI panel to manage selection and customization. The update also brings a host of tweaks to further improve the Building Editor and introduces entities and scripts for switches and remote doors to keep your game making options expanding.
As promised, we continue to invest in the content of our existing DLCs and this time we are bring you some pretty cool extras to the SCIFI Mission To Mars DLC this month, with the addition of drones that can scout paths, defend areas and even explode on contact with the player. You will also find the awesome Futuretek Shotgun weapon added to your arsenal, plus additional Alien Temple structures, food and health packs, high-tech conveyor belts, a number of decal effects and a fully working transporter device!
Continuing the theme of delivering the big features and improvements you want, we are happy to release an upgrade to the A.I system and as a bonus, the ability to create a Third-Person game from any character. One of the long-standing requests from the community has been to improve the way enemy characters behave by default, and we've not only done that but extended the system to allow many more behaviors to be crafted.
Today we released our seasonal Easter DLC early, giving you plenty of time to make your Easter game this year. We released this pack last year for a short time and received quite a few requests to bring it back to provide access to the many assets including volcanic rocks, gnarled trees and of course, lava art. It's a tradition to craft eggs and bunny themed games during Easter, so why not go that extra mile and create your very own Easter game to share with friends. The DLC includes a five level game to get you started so no worries if this would be your first ever game, it's a snap with GameGuru!
For a few weeks now we've been running a daily progress report on the main GameGuru forum about the upcoming V1.14 update which will feature the Easy Building Editor (EBE) amongst other improvements and thought it would be good to share some of the news in the news blog. Here are some of the highlights:
* Improved performance of Gem World demo
* Added missing DarkAI commands and additional help in Docs
* Added saving and loading of EBE structures
* Optimized EBE system to create, save and reload quickly
* Added first-round of material and wall textures to EBE folder (370MB+)
What began as a simple update with a few well-meaning fixes has turned into something much more substantial with a range of core improvements to GameGuru, a full change log can be found in the official GameGuru forum thread announcing this update.
Want to find out more about the next update? Well, look no further than a sneak peak preview of all the fixes and features coming to a Steam auto-update real soon with your host Lee Bamber. You can watch a recording of the live broadcast here: https://www.youtube.com/watch?v=Qa01SdlKXho
Hi Fellow Game Makers,
Today we are very pleased to announce the launch of V1.132 update and most significantly, the new Expansion Pack DLC which contains over 2.8 GB of game making assets for you to enjoy. This DLC is completely free to GameGuru users and you can download it any time you like, bringing your tally of stock media to over 6000 megabytes of content.
It's been a longer road than I had planned or hoped, but I am now ready to release the EBE in a small way to our internal beta testing group who kindly offer a few hours of their time every now and again to hammer GameGuru builds to ensure they are ready for the public. They are under a gentle NDA for the most part, but I am happy for them to share what they think of the EBE system in the forums over the next two weeks (when I will be on holiday flush the microchips out of my head and finding new ways to recharge my old brain battery).
As a quick update on the development of the Easy Building Editor, I can report things are going very well and I am starting to get more familiar with the way this new editor module works, and I am looking forward to starting the beta process very soon. I will not bore you with the many minor steps through what's been coded, but I can show how the EBE entity is treated much like a regular entity, so you can use the TAB clip to chop the roof off for interior editing while using the shape painting tool. As you can see I got carried away with my quick test to add better stairs that the ones I created in my last Twitch Broadcast, created interior and exterior walls and a little hatch in the wooden room in the back (for no reason but to cut a hole in the wall).
After the extra work created for V1.131 and the subsequent delayed release, we have charged into the V1.14 work in earnest to make sure we get closer to our desired internal release date as possible. I will keep this date dark so (a) you are not disappointed should we miss it, and (b) that we give ourselves the freedom to do more testing before we release to the public. We already have a handful of post V1.131 tweaks coded, but the major news is the progress of the Easy Building Editor module which has been a joy to work on. Now whatever I create will be subject to controversy, simply due to the number of ways the design could have gone, and that I am going up against the world of 3D modellers which have had two decades and a large team of coders to perfect. I have my, myself and a few weeks, in amongst my other duties of dev blog writer, twitch broadcaster, Steam and forum post replies, email responder, support mail replies and of course the regular duties of CEO and general project overlord.
Not that I am making excuses for my decisions, just putting this endeavour into context for you, and hopefully reduce the onslaught of abuse I am due on the release of a much anticipated EBE and the V1.14 monster update. The first decision was to make it easy for me to optimize the collision and rendering of the final building/structure and for that I needed blocks, lots of blocks. I also felt it was important to pay homage to the old segment editor from classic which was heralded as a very easy way to make rooms and corridors, but leave the door open for more ambitious creations. Before I dive into the particulars, here is a quick shot of a building that took me no more than 25 seconds to create from scratch with the current EBE: