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Features Requests Sticky

A topic by LucaGGE created 50 days ago Views: 241 Replies: 20
Viewing posts 1 to 7
Developer (1 edit)

Hello everyone!

This topic is intended to collect all feature requests for AME Engine.

You'll see that some are already planned or have even been implemented.

Current features: https://pastebin.com/Qnu1EFPd

Requested features: https://pastebin.com/TFnDVaju

Before the project reaches Early Access, this topic will be especially useful for seeing what's already part of the project and for suggesting imaginative ideas.

See you soon!

I would like a fake 3d first person view, in order to emulate classic Dungeon Crawlers. :)

Developer

Hi Enrique!
As we said in the other post, a first person pov in fake 3D is already part of the core features (think pokemon), instead a full 3D person view, like most classic dungeon crawlers, was expected as a request and will be added later :)

I'd actually like to see more videos of what the engine will be capable of, before I could possibly make a feature request. When I see that I can make feature requests properly, think!

Developer

Hi Evergreen,

I understand what you mean. For the videos, you'll have to wait until a little further in development, since the current version is still lacking some important features and it would look too plain :)

Also: what about random generation of worlds/mazes? And can we export our projects in HTML5, please?

Developer (1 edit)

Hey Enrique!

Here are your options to build the game's world:

  • Module assembly (pre-made rooms mixed and matched randomly)
  • Terrain generation (multiple options, procedural)
  • Handmade content (used to create both entire maps and map modules)
  • Modify by hand generated maps (create entire map with terrain generation and module assembly and then improve it by hand)

Let me know if you have any questions! :)

For what regards publishing for the web, I can't make promises about it yet but it should be possible to convert your game into javascript!

Thank you very much for your answers! Publishing for the web is, at least for me, pretty important, so I hope that can be sorted out :)

Not sure if this is apart of the engine but I would love to see accessability for multiple players and splitscreen. Its something I always love and never see in the indie game engine sphere. The ability to have controller support and adding the functionality of multiple people couch coop would be amazing.

Developer

Hi Starlit!

Good news, it IS part of the engine and it's also already implemented (split screen and LAN still WIP, same screen multiplayer with unlimited players already functional).

I agree 100% with you, I also love couch coop and local multiplaying and that's why I consider it a main feature :)

Hell yes you have no idea how huge a deal like this is for me - I love small engines made by other people and even no code stuff but every single one has a huge loop hole or no split screen/controller support with the language they use. Your awesome I can’t wait to see what’s possible with this engine!

Developer

Thank you for the genuine enthusiasm and appreciation Starlit, it's greatly appreciated! *-*

very excited about this engine but this looks amazing always wanted something to be able to put together dungeon crawlers and roguelikes in this way. I will say another feature I recommend is themes for the engine / this is just a personal thing but love customizing colors or borders to feel aesthetically pleasing I guess always do it with my ides putting backdrop wallpapers as my background for coding and things like that. Something niche but understand if other stuff is more important. Also buying says preordering -> if I preorder does that still give me access and is the engine useable currently able to export stuff?

Developer

Hey! :) Themes are already implemented, everything will be customizable with tilesets and setting desired hex colors! Regarding pre-orders, it grants complete access to both the engine and all its updates, no limitations. But it says pre-order because the early access is not ready yet, sorry! Check the roadmap post in the community if you want a cleare overview of the situation.
I'm very very glad you like this project, if you think it's going to be useful, please, share it with friends :)

That’s awesome to see loving this engine a ton and can’t wait to get my hands on it! Just wanted to check though and make sure but the engine won’t be usable till early access or is it downloadable currently when bought? 

Developer

The engine will be usable as soon as Early Access is out! :)

Pre-order is useful to you if you're sure you're going to use it when it's ready and you want to get it at a big discount (35$), and it's useful to me since it enables support before the product is ready for Early Access :)

Heyho!
Just wanted to throw in my top 3 feature requests here as well :)
- Sprite sizes bigger than 64x64
- Export for web (HTML5 style, very important for gathering interest in an indie project)
- Support for Spine animation files (that one is not as important, but useful nonetheless)

I haven't found it in the feature list, but I assume the engine will be able to display cutscenes/full screen pictures, maybe with a dialogue window or something like that?

Happy deving and stay funky,
Dez

Developer

Hey Dezue, nice to see you here :)
I've added your requests (2 of 3) to the online doc.

Here some more details:

  1. Sprite sizes. As we were discussing on Bluesky, implementing bigger sprites isn't an issue at all. The max size of 64x64 was set because I was giving for granted that people would make smaller, graphically simpler games with a single atlas texture. Giving users the chance to use multiple maps and bigger sprites shouldn't be an issue, so it should be added without big issues.
  2. Export for web. This is a big one and something I was already asked for, if everything goes to plan I should be able to test if it can be done starting from next week. I don't like to make promises that I'm not 100% sure I can deliver, but I think it shouldn't be problematic to ship for the web.
  3. Support for spine animations. This can't be done in any way. The animations work with classic spritesheets, and I don't see any reason to bore you with minute details, but just know that implementing any other type of animation is literally impossible and would ask for a complete re-design, re-write of the engine that would change it to something very different and too generalist.

Hope this post was useful! Let me know if you have any question. :)

Heyho and thanks!
2 out of 3 is a pretty good rate XD
I think the web export is particularly useful to have just because it makes playing so much easier for potential players.
Re-working your engine to fit Spine animations is too much, I agree with that. 

As for the cutscenes (with or without dialogue), I was heavily thinking of Skald: Against the Black Priory, if you happen to know that game:
https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/

For example these ones:



That's the first game that came to mind mind when I learned about your engine :D
Stay funky!
Dez

Developer

I agree with you, the web export is very important :)


The  engine will allow classic dialogues, with or without characters portraits, and will also allow for cutscenes (both things are still a bit in sea, so unforntunately I don't have yet too many details on utilities/limitations to give you) and the GUI will be completely customizable. That's to say that the image you have in your mind (I didn't know the game, it's pretty cool!) is quite accurate :)

Sounds great!
I'll follow your progress.

The game btw is one of the best "oldschool gameplay with modern sensibilities" kind of games in recent times that I played.
Maybe worth a play/watch for you.
Cheers!