An addendum to @macdguy’s post:
I have dealt first hand with GMod’s “wonderful limitations”.Like the maximum entity count in the map, or the dropping of network messages and scripted entities on clients.
And let me say, we did everything in our power to patch the game up with “gum and paperclip” solutions in Lua.
I wrote a VBSP compiler specifically for GMTower that replaces an unused XBOX segment in the file format with an additional entity data lump.
This allowed us to get away with having a few more entities in the game.
But then we started hitting limits on brushes and static meshes.And there wasn’t much we could do about that without having direct access to the source code to GMod.
And anyone who has dealt with software limitations knows how much it sucks to not be able to implement the features you want.
And let me tell you, we pushed right up against those limits until the bitter end.
Now we’re using the Unreal 4 engine:
It has support for a nearly unlimited number of entities (actors).
We have full access to the source code to add any features we want.
And it looks BEAUTIFUL!
Working on Tower Unite is huge breath of fresh air for us developers.
I don’t know of a better way to say it.Tower Unite is GMTower unleashed.
It’s the GMTower we wanted to make but weren’t able to before.
Yeah it costs money, but so did Garrysmod + CS:S + HL2 and any other prerequisites people needed in order to play.
And that money supports us, so we can continue to make cool games.You guys want that right?
We’ve got a ton of cool ideas and we can’t wait to show them to the world!Peace out!