Heho,
Maybe some Clickbait, but not at all. I am happy with AGK. I am not moving to Godot, Unity or Unreal or something other in the near future.
So what is this about?
At first what is this? "[SOLVED] OFFICIAL 3D PHYSICS DEMOS TIER 1 " Why is it sticky? Why can't nobody post in there? It's empty, but I have to scroll down, to see the important things. So please no personal things here. I liked that thread when it was with content and I loved it to look for ideas and code examples. In this form it is nonsense!!!
At next, I want to ask about the future of AppGameKit. Not if there are some new commands or bugfixes, more what it could be and where it could focus on.
Why do I write this now?
I saw these 4 videos in the last days ...
The "new" Raspberry Pi 3A+ is out. AppGameKit is able to compile for the Raspberry Pi.
GameSack shows MegaDrive / Genesis games and Pokémon sales well.
And! RPGMaker 2003 games are playble on the SNES / NES Classic mini.
So what does that mean? AppGameKit could also be the SDK we use, to make games with graphics compared to the MegaDrive / Genesis or could be the engine we use to create games in the quality of Pokémon.
Or games like Ben10. What we would need would be a visual Editor like the one from "Party Hard 2".
And next? I would like to see AppGameKit games on SNES / NES Classic mini as well. If we not have the Switch-Export yet, maybe it could be done for an more like Raspberry Pi thingly device.
This could be a niche, but that is in my opinion, what could distinguish AppGameKit from the other engines. That we could make (trippe A kind, maybe) games for the Raspberry Pi and "Microconsole-Class".
With that, I could imagine, to use AppGameKit in a Kickstarter project, to create completly new games for Raspberry Pi / RetroArch and or the Minis (NES / SNES Classic)
And why would we need tools and editors from the community? I guess, we are more indie then others. We are not using Unity or Unreal with lot of plugins, we love to code and love to tinker. But we also love to have some ideas created in a simple prototype.
We, so is my feeling, do often the same tasks over and over again. Everyone from us has to manage the assets, implement controlls and so on.
I don't need this kind of graphics
It's funny to listen, how big it is and the compiling times are very long. I like that part of AppGameKit and that is, why I don't want to change this beautiful engine.
So what do I ask for?
Maybe we could establish some guide lines for greater projects. Something like a pipeline for asstes, controllers, Maybe also have some more complex examples and or "open"-games.
At this moment I am creating a paper for "data reduction with machinima techniques in storytelling". It is more or less the idea, to have an editor like "Plotagon", or SCUMM for 3D Point & Adventures, but without the game mechanics included. So only the cut-scenes. A simple form of ALICE 3D, a very simple form of Poser 3D.
And these "movies" or "animations" could be played back via AppGameKit.
For that, I am creating also assets, and I want to make them free. I guess, it's the best way, to use the "player" later. A lot of the assets are will not be completly new, but mostly converted assets from FPSC Classic and its open source models.
It is not as easy as it sounds, because a lot of the models are very heavy directed to adult themes. So the idea is, to have the models more child friendly and create something not so violent with it.
So to reach a broader audience, I guess, we also need free Assets in this community. Not only the payed once for GameGuru. And not only the military scary once from FPSC Classic
The art style could be like the one from "RPG World" / "MyWorld", but to share the source and the games and so on, I guess, they have to be CC0.
for 2D we can use a lot of the "Glitch"-Assets, but they also needed to be converted. I did this in some way, but a lot of them are broken or don't suit together well.
https://www.glitchthegame.com/public-domain-game-art/
https://github.com/TheGameCreators/FPS-Creator-Classic
If we would have a complete useable library of 2D and 3D assets, well rigged and animated, the prototyping could be easier and we also can make games, where we could share complete projects, without the fear of copyright infringement.
The next thing is, we could make these asstes available in the App-versions of AppGameKit and only have to share source code, but the assets would still work correctly.
I am thinking about ~ 80 MB of assets. Textures, 3D objects, sounds, music-snippets
I am thinking of ~ 1.000 unique 3D objects and textures. About 1 hour of music. And maybe a complete free Voice for the game character.
With Low-Poly, textures without DXT-artefacts, clear colors, and maybe MIDI or MOD, better MO3 (
http://www.un4seen.com/, combination of ogg and mod)
And or things on-demand implemented like Sfxr / Bfxr, this could be possible. This also would make using AppGameKit itself easier in schools on a Raspberry Pi and so on. Because the Raspberry Pi is very slow to create complex 3D models, but would be fast enough to use pre-created textures and models and or play 4-channel MOD files.
A lot of the people use the Raspberry Pi for RetroArch to emulate older consoles, and also the SNES / NES Mini Classic. Unreal and Unity and also Godot have problem with exporting to OpenGL ES 2.0, but AppGameKit does that very well. And with a low asset foodprint ... this could be a great choice.
So what do you think about that?