J.C. Lotter - A6.4

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I know that you are a busy person so I appreciate the time you've taken to answer these questions.

 

Q: What are the most important features that were added to A6.4?

A: I think the 3 most important features are the new project manager the template system has grown into, the improvements to collision detection, and the huge improvements for model editing and model import. The project manager will allow us in the future to add more game genres to the non-programming system.

 

Q: Is lite-C going to replace C-Script sometime in the future, or do you plan to keep them both? What are the main advantages of Lite-C?

A: Yes, lite-C will replace C-Script. It uses a more modern compiler and allows programming on several levels. On the basic level - we call it "pure mode" - it's even easier than C-Script was. On an advanced level you can program normal windows application - or DirectX or OpenGL applications - just like with a professional development package like VC++. In fact, aside from some specialties, we could have programmed the whole Gamestudio package completely with it's upcoming scripting language. All familiar C-Script objects are also supported by lite-C, so migrating scripts is easy. Nevertheless, we'll still support C-Script probably until

2010. So future engines will understand two languages for the next 4 years.

 

Q: I like WED's new Project Manager a lot; what game templates are you planning for the future?

A: Racing games, platform games, flight simulators. Suggestions are welcome.

 

Q: What is, in your opinion, the best method to learn C-Script?

A: Reading your C-Script workshops, George. And after that, the best method to learn a programming language is - programming. Write all sorts of functions and single-step through them to learn how a programming language works.

 

Q: Did you start working at A7?

A: Not yet, unless you consider the lite-C compiler working at A7. But we're currently testing new kernel systems. That was the reason we asked for 'worst case levels' on the forum. Eventually, a new engine kernel will make it into A7.

 

Q: Is it true that A7 will include a new version of Wed and Med?

A: This is too early to tell. But I don't think that the A7 WED and MED will be totally different to A6.

 

Q: Did 3DGS manage to keep its share of the market in the past years?

A: Yes. But other game development systems are also coming along well. The indie game development market is shared at the moment among three major competitors. We all three have different approaches and product philosophies. The next years will show which product comes out on top.

 

Q: I can see that many users are making money using A6 (I happen to be one of them). What advice would you give to make money with A6?

A: In fact you don't even need A6. There was already a lot of money made with A5, A4, and A3. From my own experience - we've created one major game and

did many contract projects with Gamestudio - the best way to make money is acquiring orders for small advertising games or simulations, rather than imitating game companies. The 3D driving simulator for instance, which returned several millions through sales in Europe alone, was originally a contract project. Get a team together. The optimal size is 3 people, among them one programmer and one artist. The quality and commitment of the team is essential for making money. Produce a small demo to show what you can do, and then contact potential customers, like advertising agencies.

 

Q: There are a lot of user-made tools and plugins for A6. How important is user participation for Gamestudio?

A: It's becoming more and more important. In fact several users with good programming knowledge are currently doing tools for us (which is another way of making money with Gamestudio). Future Gamestudio versions will contain a good part of user-created tools or plugins. If you have something to offer that might be of interest for other Gamestudio users, just contact me.

 

Thank you a lot, JCL.