Last updated on: 6-2-2014
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 exhaustive. We'll keep updating and refining it. Feel free to give us feedback on the forums!
Here's a list of what we're working on right now in priority-order:
UPDATE: We've got a fix in testing right now for this problem. Basically we've created a pass through server to handle receipt validation requests while your apps are in review. Expect a new RC today / tomorrow to address this. Once we've received verification from Apple then we'll push this live.
Due to recent changes in Apple's review process our IAP implementation has been causing apps to fail review. This has been a nasty problem to pin down. Mostly because of the total lack of reproducibility in our test department. We just haven't been able to get the bug to happen in house. However, with the help of a few of our users, we have finally been able to get in contact with Apple engineers to figure this out. The bug seems to be caused by a network change in Apple's review offices. This change caused their receipt validation servers to be unavailable during review. Our IAP implementation relies on talking directly to their servers. As you can imagine, this has been a big pain in our rears. :)
Development on release 12 is underway now. The main focus of this release is Facebook integration, Google Play IAP, and bug fixes. More news on progress as we get closer to feature complete on this.
We've got a couple of our engineers turning the crank updating the Windows version of Creator to support all of the new features added in 0.11 on Mac. More news soon!
We're neck deep in a rewrite of our graphics engine. This rewrite is focused on automatically creating sprite sheets for your apps and drawing your Actors as rapidly as possible. This means you'll be able to draw many more Actors than ever before. It's ridiculously faster. This code is in our 'dirty' branch and will be making an appearance in a nightly build soon!
UPDATE: We've finished the design phase of this project and have a sweet looking new art direction to work with. We're currently tackling branding design and product placement stuff. On top of that, we've got several developers implementing the new tool. We've got a lot done already but still have a long way to go. We're excited to talk more about this new project, but need to temper that with patience as we make progress.
UPDATE: We haven't forgotten this, folks. Due to staff turnover this project went on holiday for a bit. We've got a developer back on it now and progress is being made again. We're using a modified version of Bugzilla for this solution. Sorry for the extra delay but stuff is picking up again!
UPDATE: Due to business issues, this feature is currently on hold. However, some exciting recent events will positively affect this in the very near future. Keep your eyes peeled for more news soon.
We're not working on this stuff yet, but it's right around the corner:
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.
UPDATE: Some of this work is already complete and in the live version of the engine. We currently obfuscate your images, making any reverse engineered games unusable in Creator. More work is coming on this, but progress is being made!
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.