Last updated on: 12-3-2013
Ever want to know what we’re working on here in the GameSalad kitchen? Well, now you can! This page contains a birds eye view of what we’re doing now and in the near future. We’ll be keeping it up to date and calling out important changes in our weekly State of GameSalad forum posts. Keep your eyes peeled.
This list isn't exaustive yet. We'll keep updating and refining it over the next several weeks. Feel free to give us feedback on the forums!
Here's a list of what we're working on right now in priority-order:
Tizen support is now live! We'll be releasing info on some exciting promotions you'll be able to take advantage of soon on this.
We're still stalled on getting nightly builds flowing again. Most recently we found and fixed bugs in Android table saving and unsigned build generation for iOS that caused us to hold them back. It's getting close again.
Once we've got nightly builds finalized (only a handful of bugs remaining) then we'll pinch off what we have and start the release candidate process for 0.11.0.
UPDATE:ETA is updated to later this month. Bugs will be bugs!
We've got an engineer working on integrating both RevMob and Chartboost into the engine. We'll be releasing these for free users first with followup support for Pro users. This is code complete and awaiting release in 0.11.0
UPDATE: This is becoming a more pressing matter because of Mobclix's recent filing for bankruptcy. Yikes!
We've been making good progress fixing bugs in Windows Creator. Most recently are some issues related to saving projects and potentially losing data. Release of those fixes is on the way!
Now that his long-standing work on the build server is complete, @BlackCloakGS is hard at work digging through the list of user-reported bugs and issues. He'll be doing this for a while... cleaning up the most recent builds of Creator and the engine.
We've settled on a public facing bug database and are working on importing and organizing the existing bugs into it. More news soon!
UPDATE:We've got a redmine instance up and running are are importing our bug database into the new system. We're also working on how best to present this to you guys for review.
UPDATE: This code is good to go in our nightly builds. Once we push out the next one then we'll get some documentation out to you on this.
@BlackCloakGS has been working on a couple of new behaviors for the nightly builds. One is the social sharing behavior -- allowing you to share information on Facebook, Twitter, etc. The other is a basic vibration control behavior. Keep an eye out for these new behaviors in an upcoming nightly build.
Ongoing optimizations on the native Lua engine are continuing. We've got a bunch of general engine optimizations waiting patiently for release in the next nightly build.
On top of these general optimizations, we're also working on a new art pipeline for the engine that supports sprite sheets and draw call batching. This is going to be a huge win performance-wise. Especially for games that have large numbers of actors on screen! This is in progress but is going to take some time to cook.
UPDATE:The engineer working on this is making good progress. Cleaning up the various aspects of the render code that need attention and prepping for basic batching. Progress!
We're still iterating on the HTML5 engine, speeding things up and making the code more lean and awesome. This is an ongoing task that'll be with us for a while still. We see a good opportunity for more performance on this version of the engine. And things are getting quite a bit faster on this front.
UPDATE: We're done with the HTML5 optimizations for the foreseeable future now that Tizen is released.
We're not working on this stuff yet, but it's right around the corner:
We're in the design phase of a new and improved cross-platform creator tool prototype. More news on this soon.
We've got a new feature on the schedule that helps better obfuscate your projects once released to the public. This will reduce the size of your published games and make them harder to reverse-engineer.
We have a host of small bug fixes and Creator improvements we need to get worked out soon. Once we come up for air, we'll push some of these out into nightly builds.
We've got a deal with Appboy to provide segmented push notifications and an in-game customer support tool for you. It's on our short list to bite off integration of this system soon.
Have you ever wanted to play a sound or piece of music using an expression to compute the name? Well once we tackle this task, you'll be able to!
Here are some things we're noodling on for longer-term release:
As we complete some of our more fundamental engine optimizations a whole array of potential new features become possible. Here are some of the advanced systems we're planning on implementing longer-term:
Sprite-based animation is cool and all, but we can do better. We aim to support third-party animation tools like Spriter and Spine. Basically allowing you to author and import animations from these tools and use them in your game. The result? Higher quality animations with less memory use.
Our particle engine is pretty nice, but it could be nicer. We aim to support third-party particle system editors like Particle Designer 2.0. Are you sensing a trend here? Adding support and integration of more third-party content creation tools will really help you level up your games!
We're looking to add proper custom font support and basic UI widgets to Creator and the engine. This will help you make new interfaces more rapidly and with less work.
Our physics support is really good but it could be better. We're planning on adding joint support, constraints and custom physics shapes in the future.
One pain point for game developers is readily handling multiple target resolutions for their universal binaries. This is especially true in fragmented markets like Android. We're working on the design for a system to help address this problem so you can build your game once and have it "just work" on multiple resolutions.
We're spending quite a bit of time here considering the best approach for opening up the engine for third-party extension. It's important to us that we allow capable developers to get access to the engine and add new features to it. Be that native support for device-specific features or custom behaviors. Imagine folks sharing plugins and behaviors with each other on Marketplace and you're starting to see where we're going with this.
We're approaching this in three ways design-wise:
Adding support for native plugins (written in C++, Objective C or Java depending on platform) is high on our list for extensibility. We want to ensure that folks have the option to extend the engine in useful ways using their native language of choice. When complete, this will allow you to move logic into native code when desired and access otherwise inaccessible platform features without us having to write that code for you.
Opening up the Lua scripting layer to allow more advanced developers to create their own custom behaviors is high on our list as well. We've been making some progress on this front already. Can't wait until it's ready for you!
Extending Creator to allow for custom and reusable behavior creation is another way we may solve this problem. This could potentially replace the idea of scripted behaviors. We need more design noodling on this before we can be sure.
It's on our list to provide an option for paying customers to opt out of our anonymous metrics gathering system.