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It's Pollin' Time!


Josh
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17 members have voted

  1. 1. What is the most important to you?

    • More engine features!
      14
    • More features added to the first-person shooter example!
      3
    • C# programming support!
      0


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Now that Ultra 0.9.8 has delivered a plethora of great features that make it easy to design beautiful levels, I would like to see the community's aggregate response to this poll.

Please use the suggestion box forum for feature requests. I'm not just saying that to keep you from posting here, it really is a better place for them where they won't get lost.

Polls do not define what I will work on next, but it is useful information to have, and does sometimes have some influence on decisions when weighted with other factors.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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2 minutes ago, Josh said:

Now that Ultra 0.9.8 has delivered a plethora of great features that make it easy to design beautiful levels, I would like to see the community's aggregate response to this poll.

Please use the suggestion box forum for feature requests. I'm not just saying that to keep you from posting here, it really is a better place for them where they won't get lost.

Polls do not define what I will work on next, but it is useful information to have, and does sometimes have some influence on decisions when weighted with other factors.

Engine needs some new features and items to work with tbh, stuff such as rope constraints and fluids would be cool to see

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I would like features that would have made the FPS Template easier to work on.

Small ideas may include but not limited too:

  • Flowgraph Connections being saved in prefabs.
  • Fullbright rendermode (So I don't have to keep changing the ambient light to see.)
  • Strip Lights, and cone angles for the box light.
  • Adjustable post effect parameters.
  • I still would like a rotation parameter foe materials.

I personally believe that in version 0.9.9, models should undergo a significant revamp similar to the one the brushes received in version 0.9.8. A promising starting point would be to enable vertex painting on models through the editor. Tintmaps and model skins would greatly enhance the user experience, eliminating the need for duplicate models to achieve different appearances. Additionally, streamlining the art workflow and allowing unwrapping within the model editor would be beneficial. 

 

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Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

If you like my work, consider supporting me on Patreon!

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I voted for more features in the FPS example, but I'd really love to see a tutorial from scratch that would help us artists (non-programmers) getting started with the basics, like:
-Creating a room/level in the editor
-Importing models/converting them to Ultraengine's MDL format
-adding collisions
-adding a player start
-adding triggers/actions/doors/elevators/sounds/events/listeners
-adding game logic
-creating the adquate Lua/C++ project to run it

I know everything I mentioned is somewhere around in the forums, even from leadwerks tutorials, or in YouTube, but it's scattered all around and difficult to find. What I mean is that it would be worth it, and with V1.0 release coming up, to have a centralized "official" source of information with updated tutorials that are up to this wonderful new engine's standards. :D

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My signature was so outdated! I don't know if it's even relevant nowadays... :D

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  • Josh changed the title to It's Pollin' Time!

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