The world of AI (Artificial Intelligence) continues to amaze and disturb in equal measure, and it's popularity as a subject of conversation is no doubt influencing many more industries than a few years ago. Go back far enough and the word AI was usually found in a sentence like "the AI in this game is rubbish" or "some of the best AI we have seen in a strategy game". These days the sentence is more "prepare to worship your robot overlords, AI is coming" or "one day my AI chauffeur will be driving me to work".

We have touched on AI previously, but an imminent app policy change at Google suggests the tech giants will soon be fighting back in an effort to control and manage how much AI gets into our daily lives. Broadly, the next round of app policy guidelines will require that all apps that generate content using AI should have a button or other mechanism for the user to report if the AI has gone too far, effectively turning the entire user base of a platform into a sort of human police force to keep AI in check.

All quite prudent and something many pundits have been calling for, slowing the pace long enough to make sure this fascinating new technology is employed responsibly, akin to the careful regulations imposed on genetic research as a safeguard.

Like every shiny new tool, it has the potential to help or hinder and, by the time we've learned how best to wield it, we should have the experience and skills to use it without hammering our own thumbs ?

As you may remember from last month, our three priorities for GameGuru MAX right now are bug fixing, bug fixing, and getting the bug count down to double digits. We are pleased to report that towards the end of October we achieved this milestone, getting as low as 84 bugs before the normal tide of new bug reports came washing in. To celebrate we released an update - full info can be found HERE

As always, we provide fixes and small functionality improvements to keep things interesting and GameGuru MAX continues to grow stronger as a competent game maker. We still have a long way to go before you can produce the next best seller, but it appears the community is happy for this to happen organically, first fixing bugs, then improving performance and compatibility, and finally adding more features once the product is stable.

We remain a small team compared to the behemoths such as Unity and Unreal and rely as much on our community contributions as from our internal efforts. But hopefully we can produce something that keeps faith with that community for years to come.

In games development, there is always more than one way to solve a problem (and more than one tool to achieve a goal) and GameGuru MAX is in a great position to offer an easy way to make 3D games in multiple genre's without needing to code.

Tools that require the user to code are well served, however a tool that allows you to fully express your creativity, offering maximum ways to customise your creation and produce a lightweight, highly compatible, fast and fun game experience is pretty rare in the 3D space.

If you include the earliest game-makers we have developed, it has taken us 24 years to get to this point and have an excellent chance of offering something unique to the next generation of creators.

COMPETITION ALERT   

Blood Moon Interactive has organised a GameGuru Max scene competition - unleash your creativity by crafting captivating 3D scenes in GameGuru Max using exclusively stock or official DLC assets  Full info, T&C’s and details of prizes HERE

GameGuru Classic ticks along like a well-oiled clock right now, with no significant bugs reported and our current bug count insanely low for such a complex engine.

We recently released our third quarter bug fixing update that wiped out all confirmed bugs and gathered information on the rest, and at the time of writing only three bugs remain, two of which requiring additional information and should be resolved in the December Update.

Some say that no news is good news, and in the case of problems this is so. We will remain vigilant to ensure GameGuru Classic continues to provide the benefits of a rounded and stable game maker.

As many of you know, we have made the source code for GameGuru Classic available to anyone who would like to contribute officially to the game maker and welcome anyone with C++ experience to check it out and see if they would like to make some additions. You can find the repository on GitHub

We've had a few users sending us questions about AppGameKit so thought it's time for an update on where it's at! 

Right now, AppGameKit Classic and AppGameKit Studio are at a 'feature freeze' stage. Occasional updates will be released for AppGameKit Classic moving forward and AppGameKit Studio will soon be moving to a community-based development model, similarly to the way we moved GameGuru Classic to a community-based development model hosted on GitHub. 

We are currently working on a new update for AppGameKit Classic to resolve the Android platform compatibility issue for Windows users and, following that, we will release more information about our plans for AppGameKit Studio. 

Thank you for your patience and we will release more news on the AppGameKit forum before the end of the year.

New on The Game Creator Store this month are some very useful terrain texture sets for GameGuru MAX from artist SNIFF. They have a range of packs, including metal textures, winter, forest and gravel sets and are well worth a look

Also this month, Sula’s industrial pack will be useful for anyone looking to create some modern day scenes. Compatible with both GameGuru MAX and GameGuru Classic, the Industrial Building Pack has a lot of useful assets.

Turning to Steam, we're very pleased to announce not one, not two, but four new booster packs from WizardOfId. He's been working overtime to create a new Secret Bunker pack, a brand new Lost Caverns pack and has squeezed in updates for his Industrial Sewer and Cold War DLC's, updating the latter two for GameGuru MAX. As part of the upgrade, you'll find improved textures, and additional assets, that take advantage of the extra rendering power of GameGuru MAX.

In other DLC news, we're very pleased with our new collaboration with audio artist Orpheus who has created an amazingly high quality Cyberpunk Audio pack which is perfect for pretty much all modern day city based games.

Rounding off our GameGuru MAX DLC news, we've another new artist who has joined our team of 3rd party developers. Melburnian is a newcomer to our talented artist group, but he has excelled himself with his first Cyberpunk HUD's pack.

Finally and well worth a look is Faraway, from developer reFure. This 2D survival game built with AppGameKit is still being developed, and is a must see for fans of the genre.

This month’s guest developer is Ieuan Britton aka Yeshu777

Ieuan first started coding with the arrival of the home computers, ZX Spectrum, BBC Micro etc.

And, like most, his initial attempts were in BASIC, and after a couple of years he moved on to z80 assembly language. BTW Ieuan is John/Johann in Welsh!

Alongside this, his focus was initially electronics, which he studied aged 14 at night school, gaining his City & Guilds at Llandaff Institute of Higher Education.

With the advent of the Microchip PIC, both skill sets then came into play and at 16 he was hacking Sky Cards, D2 Mac satellite cards, to the point of etching the tops off chips with Nitric Acid to remove the security bits – he was quite adept at reverse engineering :-O

After leaving school he started work with a local electronics company, while continuing his evening studies at the local college.

Ieuan takes up the tale: “Quite by accident, I moved into the amusement/gaming/gambling industry, after mistakenly walking into the wrong factory. This resulted in me becoming Hardware Manager, overseeing new embedded designs and supporting a busy production line.

Over the last 30 years, I have worked with many leading companies in the gambling industry globally, including the US, UK and Europe. Like most I was now proficient in C, C++ - but my knowledge of the underlying hardware set me apart from other software engineers.

In late 2018 my health deteriorated, and I actually died in January 2019, albeit briefly! The next year was spent in hospital; I was unable to walk and had very little memory.... however, I obviously recovered as I am here writing this!

Completely out of the blue, in February 2020, I received a call from a leading UK manufacturer asking if I could possibly develop a video 'redemption' game on the Raspberry Pi.

For those that don’t know ‘redemption’ is a 'fun' style prize machine that are commonly seen at seaside arcades and pay out tickets which can be redeemed for prizes such as soft toys, etc.

At this time, I had never seriously developed on the Raspberry Pi, so I simply looked for what development tools were available. AppGameKit Classic for Raspberry Pi caught my eye and being free, I decided to download and experiment with it. What grabbed me initially was how simple it was to test ideas and concepts with the minimum of fuss, and it ran with a simple click of the button!

I then immediately purchased AppGameKit Studio, which allowed me to develop on my main PC and then simply port it over to the Raspberry Pi. So I agreed to take the project on!

It was a steep learning curve with only 12 weeks to complete the project from start to finish, however the AppGameKit forums and the support found within was what really made it for me.

The resulting products are shown below:

I am now working with a global company based in Europe – again using AppGameKit – and the new project is nearing completion and will be on site in 2024. Sadly, due to contractual agreements, I am limited to what I can say, but I can say that the future is looking bright and creative.”  ?

And finally….Just a reminder that our newsletter is published every two months but in between times you can join the conversation on Discord at:

Fans of AppGameKit can follow us on Itch.io too