Breaking the new engine up into sub-components and releasing them in several stages is something new. The reason for trying this was twofold:
- Steam now incentives competition for digital shelf space, unlike when Leadwerks was first released on Steam in 2014, when I was trying to build up my quality of presence and promote one app ID on Steam.
- I would like to get some new software out early before the full engine is finished.
The beautiful thing is that Ultra App Kit all consists of things I had to get done anyways. It was not a distraction from the development of the 3D engine. Here are some of the features I was able to finish and document. All of these will be part of the new 3D engine when it comes out:
- New documentation system using markdown pages on Github, integrated search, sitemap generation, caching, copy button in code boxes.
- New project creation wizard
- Finalize display and window classes
- GUI system
- Pixmap class
- System Dialogs
In addition, this allows me to establish a lot of my plans for marketing of the new engine and perform a "dry run" before the final release:
- Community system migrated to new website
- License Management system collects Steam customer emails, allows subscription license model.
- New videos section of site with a category for official video tutorials.
- Affiliate / referral system
- Partnerships with video creators, bloggers, and advertisers.
The initial release will support C++ programming, but subsequent releases for Lua and C# will allow me to judge how much interest there is in these languages relative to one another.
Maybe we will see Ultra 2D Kit this summer?