So what will be the future?
Windows Only with no native, but user created texture compression?
I understand, that it is complicated, to support ETC, ETC2, PVRTC, DXT and ASTC and that AppGameKit supports uncompressed BITMAP in a memblock only for that reason.
https://developer.nvidia.com/astc-texture-compression-for-game-assets
So why is it a "problem" for me so?
Let's say you really want to use PBR for photorealism, you want to be able to use 4K x 4K textures or higher, and without memory compression, one texture would need 16 Megapixels by 32 Bit colors, so that would be 64 MB. Now we use PBR, we would need the Base color, Metalic, Specular, Roughness, Normal and Ambient Occlusion maybe.
That would be about 6 textures for a nice rendering. So one texture would need ~ 384 MB in memory. How many texture do we need for a beautiful scenery? 10, 30, 60?
With ASTC we could have 8 Bits per Pixel, not 32 Bits per Pixel. Or we could have 2 Bits per Pixel, not 32 Bits per Pixel. So we would have about 4:1 to 16:1 compression.
If someone has a 8 GB memory graphics card, such one would also want to see games like "Shadow of the Tomb Raider", "Assassin's Creed Odysee", "Just Cause 4", "The Witcher"
If someone accepts Skyrim running with 20 FPS on his Net-Book or 2 GB RAM tablet, okay.
Also if it has to be profitable at the end, you want to bring your game on other Platforms like XBox One, PS4, Nintendo Switch, or iOS with PVRTC or Android Oreo with ASTC, nVidia Shield ...
The Nintendo Switch has about 4 GB of RAM. So without texture compression and the need of 6 times the texture, a diffuse map with baked shadows would need, that is about 64 times the need of memory. With the same texture resolution.
And yes. I am working on my own 3D placement editor, because I can't trust GameGuru in any case and sometimes I put a new Prefab somewhere and the complete level is usesless. I also can't invest in LUA in GameGuru, because I don't know, if AppGameKit would support it.
So I have to invent scripting for AppGameKit completly. All that time lost for creating more complex 3D objects.
But if we are not interested in making money with our product, we also could use Unity, Unreal, Godot ...
I understand, that PBR would be great and is something beautiful and I also want to have it in AGK. But to have more stability, reliability in AppGameKit itself or have a 1-to-1 conversion from GameGuro-Projects to AGK-source, would be much more interesting.
I also don't understand, which way TheGameCreators are going. There is MyRPG, I mean, MyWorld, I mean, RPGWorld, there is GameGuru, there is AppGameKit, but you could not use one product and use your creation in another completly. So AppGameKit seems to be the only choice.
But there is also AppGameKit for Android, AppGameKit for Raspberry Pi. But these are not capable for PBR.
So PBR is at this moment a niche in a niche.
Also for Indies ... which Indie games are you knowing, are from a single person or are very popular?
- Minecraft
- Stardew Valley
- Terraria
- Super Meat Boy
- Spelunky
- Dead Cells
- Astrooner
- Owlboy
- Hotline Miami
- Messenger
- Hollow Knight
A lot of them are 2D, okay. So Astrooner is made with Unreal Engine.
And these 2D games are not all made with Game Maker Studio or Unity. They often used there own Engine.
AGK has a lot of potential. But it is not the lead in 2D, it is not the lead in 3D. And it is not the lead in console-export functions.
So is it PC only? Or could it be the best choice for a new game shop on a Raspberry Pi?
@psychoanima
"The Stanley Parable, Amnisia etc. should not be a problem ..."
They are from 2011 and 2010. Half-Life 2 is from 2004, Doom 3 is from 2004.
I guess, it could be done somehow in AppGameKit, but it is not only the editor, it also lacking the tools. We have to write all our tools ourself.
And these games are not using PBR
I would like to see a Doom 3 clone made in AGK2 ready for OpenGL ES 2.0 that was my dream in 2014 to use AppGameKit for the OUYA. Oh, it was a mess. object-loading didn't work very well and bugs everywhere.
So 2018 it would be possible, I guess. But we would need, to create our own "Level-Editor"
And we could use the FPSC Classic OpenSource 3D models and textures for that. We also could use the normalmaps, bumpmaps and so on from these assets. But what would we get? A game in 2019 looking like it is from 2000+
Or we do a 2D game, and showcase, that AppGameKit can do proper "Rayman Legends" like games or games like "Ori and the blind forest". Oh, wait, also for that, we would need a good 2D/2.5D editor. And for a lot of 2D textures also the memory-compression thingly or we do Pixel-Art again.
Windows Only Game Maker Studio 2 is about the same price like AppGameKit 2. But with an visual editor for setting up sprites and animations. Better Spine support.
5% of your income for Unreal Engine after your first 3.000,- $ So is AppGameKit able, to make us that money? Or does it justify the time, we would need for the workarounds without the placing editors?
What I like for AppGameKit is the lightweight. But that also means, no visual editor, no tools like asset compression, optimisation, generation, and so on.
PBR for production? Not in 2019, I guess. You could build your assets, plan your levels, but beginning to integrate your dreams not before 2020 into something from TheGameCreators.
2D, maybe. 3D without PBR like Half-Life 1 or so, okay. It is more for smaller projects, and less assets, I would say.