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2016 Plans


Josh

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Leadwerks is about making games, first and foremost. Therefore, you can expect me to focus on the following in the next year:

  • More and better AAA first-party content. We're working out the process right now. It's a lot harder to produce top-quality content, but the results are worth it. I figure once we get the process down it will be easier to go back and produce more.
  • Easy to use networking will open up a lot more gameplay possibilities and give us some fun games we can jump in and out of. I want to shoot it out with you guys in a variety of games with different objectives.
  • Paid Workshop items are something I am very interested in.

 

These are the main ideas that I feel will move Leadwerks in the direction we want to go. There will be undoubtedly other features and improvements added, but these are the things that really move us forward. Overall, I want Leadwerks to become more like a moddable game, without losing the simplicity and flexibility we have to make anything.

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A lot of the functionality I was wanting was done this year which I'm grateful for.

 

I'm hoping for an OSX build, Substance Support, and hope we see the return of the Terrain Tessellation. Networking will be a real nice addition and looking forward to that.

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Overall, I want Leadwerks to become more like a moddable game, without losing the simplicity and flexibility we have to make anything.

 

Yep, this is why I stuck with Source over the years. There was a collection of assets, and code to modify and tweak.

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I really like the idea of easy to use networking. Also, making Leadwerks like a moddable game is great! It would be awesome to see everyone modding each others games. smile.png

 

Some things I would like to see in the future are improvements to water (allow multiple planes of any size, easier to tweak graphic values, rivers!), physics improvements, LOD support for normal entities (animated characters,buildings, etc.), and more shader tutorials.

 

I've been really impressed and happy with the new features, keep up the great work Josh!

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Networking would be awesome! Any plans for performance analysis tools? I've really struggled with this the last few months with little progress. Formal documentation for best practices for performance would be nice too(Unless it already exists?). The Vectronic performance discussion was great but you have to dig around and I don't feel it's complete.

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I'd just like the navigation system to not go back and forth when it reaches it's destination and instead stop cleanly.

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about content,

what i am missing in rapid level design & developing.

drop a car and it act as a car after select the wheels/doors/steering wheel.

drop a character and its act as a character.

character commands like put object in hand. ch.jump, ch.knee, ch.run, ch.walk.

drop a house in and just select the windows/doors/lights

and it act as a house including collision.

means a high level management to save time and fits the daily needings of most games.

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I'm actually afraid to make my prefabs more than a model + script.The prefab imo system needs improvements to accommodate for texture cords for brushes along with other error prevention.

 

It would be great if you can load buildings, rooms, and other contraptions without any hiccups which I ran into in the past.

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I'm actually afraid to make my prefabs more than a model + script.The prefab imo system needs improvements to accommodate for texture cords for brushes along with other error prevention.

 

It would be great if you can load buildings, rooms, and other contraptions without any hiccups which I ran into in the past.

 

I would settle for this. I wouldn't even need any new features for a while.

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