Leadwerks Game Engine

Leadwerks Game Engine

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Azure Zero May 4, 2015 @ 9:36am
So What's Next for Leadwerks
So I've been wondering what is the next major update for Leadwerks going to have in it?

As it may impact what I plan on making for my first game with the engine.
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Showing 1-12 of 12 comments
Matt [Linux] May 4, 2015 @ 11:24am 
I dont know if they have a feature road map.... would be good to know if someone knows whether they have or not.
Thirsty Panther May 4, 2015 @ 1:46pm 
The game launcher seems to be the next major addition to Leadwerks. If you check out Josh's blog for more info. http://www.leadwerks.com/werkspace/blog/1-joshklints-blog/
An update of the documentation by Aggror is also in progress. Personally I'm looking forward to this the most.
Game templates are also being done. A marble template is available today if your signed into the Beta.
Paid items in the workshop has also been talked about. Although after the disaster of the paid items for Skyrim they may go slower with this.
Other things I'd like to see are decals, vegetation and Ogg support.
What we found during the winter games tournament was that people are able to make games, but once they have a simple playable game, it's hard to know what to do next. It's hard to get other people to play your games, and making a bigger game takes a long time. So we're working on something new that helps developers build an audience. Besides that, there are always new features in development.
SgtRomad May 7, 2015 @ 6:50pm 
The more I use and learn about Leadwerks the more I like it. I use others like Cryengine and Unreal also. I feel that Leadwerks is up and coming, and powerful. One just can't beat the price compared to how powerful it really is. LW is not to easy, nor is it too hard, it is just right. I also use Axis Game Factory and Gameguru. Each of these 3D engines have their good and bad points, but mainly more good than bad. I expect that the Dev's will just keep adding and make the program better and better. I'd really like to see templates added. I want to see Leadwerks get to a point where one without ANY experience can do a pretty good looking game, but still have the power with LUA and C. I still want NPC's to be added in a pack, just like the zombie DLC. I've expressed this before to the Devs. Although they say look in the store, I prefer for them to do a pack of FPS enemies that I can drag and drop, and know for a fact that it will work. Now if I were into zombies, which I am not, Leadwerks does a pretty fantastic job with this DLC. The only DLC that I have not gotten yet is the pro version that does the C programming, but it is on the list... I especially like the ability to do LUA as needed. I think the Devs have did a kick A$$ job with Leadwerks, I wish I could personally thank them. It really doesnt matter to me if I ever write a game that could be sold, it is the fun factor that means the most to me, and LW is definitely fun to use. I expect LW to do big things in the future! I can't wait to see what its going to be like in a year... Azure I believe you have made the right choice in game engines... LW is very impressive, and with time, it will continue to get better and better. I am a very happy customer.
Azure Zero May 7, 2015 @ 9:36pm 
@SgtRomad
I've looked over many engines, experimented with them and read their EULA, and some of the EULAs were absolutely disgusting. When I saw the KS for Leadwerks I looked into it and found it matched my most of my needs and the EULA was the best one offered. So I backed it as I also want to support the linux community in game development.

Two major features I'm waiting on for Leadwerks;
Built in multiplayer support
and
Built in menu builder
(as I don't want the hassle of toying with the core App file to get a menu made)

I'd also like a C++ FPS template to work with so I can expand stuff with polymorphism.

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As I found Unity a money trap and a half in that all levels are purely asset based, they don't give you any content to play with, and the features you needed were in the pro version ($1500).

Source I tried, but it was broken out of the box and got no help at all in fixing it, along with no comments in code or any good guides on getting it to work.
(and thanks valve for telling users to fix it with a hint or two, when you could of patched it in the first place)

Unreal the editor crashes at times, fun time when it wipes out an hour or two of work.
mrmangosir May 8, 2015 @ 11:22am 
I like LW, it's nice to use. What I'd like to see is painting grass/trees and been able to paint objects?
Azure Zero May 8, 2015 @ 11:53am 
Originally posted by mrmangosir:
I like LW, it's nice to use. What I'd like to see is painting grass/trees and been able to paint objects?

You mean a brush that generates models into an area, or re-texturing objects?
mrmangosir May 8, 2015 @ 12:20pm 
Generates models.
I expect we will have that soon. An older engine we made used this, and it's a frequently requested feature.
Last edited by Leadwerks Software; May 8, 2015 @ 9:53pm
mrmangosir May 9, 2015 @ 8:46am 
:) I like your engine, it's nice and easy to learn. The results are awesome.. screw those freebie crapgines :P
SlipperyBrick May 10, 2015 @ 6:26am 
Features I would like to see:
  • Vertex Painting
  • PBR support
  • Native support for Substances
  • Ability to customize engine (based on your preferences) e.g custom menus, splash screen, custom UI.

    The above request is probably doable now by modding some of the engines files, possibly?
Off the top of my head those are the only things I would like to see in the near future. Other than that I love Leadwerks. I always keep coming back to it and thats even after me toying around with the other engines (UE4, Unity, etc.)
Last edited by SlipperyBrick; May 10, 2015 @ 6:27am
This will answer the original question pretty well:
http://www.leadwerks.com/werkspace/blog/1/entry-1471-whats-next/
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Date Posted: May 4, 2015 @ 9:36am
Posts: 12