[Dev] They won’t leave me alone

Hey everyone,

Remember when i said that the drones were mostly finished? I lied. After testing we decided to add a few features for our drone. To give more visual feedback to the player. This week I fixed some bugs with the behaviourtree and I added the ablility to destroy the batterypack in the back of a drone. This way stealthy gameplay is encouraged.



Vermeulen Igor

[ART] Props, animations, particles

Hi there,

last week there was a play sesion. we where very busy preparing a demo for the group. What i made in the last 2 weeks was a whole assortment of blockout props, particles and a big change to the drone, including animations.

bottem pic is a example of 2 blockout weapons.


[Dev] Crouching and Content


Last week I added the ability to crouch and started work on being able to hide in bushes.This simply uses a collision box which only blocks an enemy’s vision.

This week , we were finally able to start adding content in a faster way , seeing as most base functionalities are already in place. Melee weapons now just need a simple mesh , they inherit from the melee weapon base and just need a custom mesh , animations are all used by just putting the weapon mesh in the arms socket.

Third and last , ranged weapons are almost fully implemented , with ammo boxes being added to the inventory and correctly adding ammo if you have previously already picked up ammo of the same sort.

Next week we should be adding in 2-handed weapons.

[ART] Swamp detailing and new style.


I figured I’d start with detailing the swamp area first since we have a lot of cool plans for it, like first of all, its going to be a toxic waste place with some venomous plants.

You’re also going to need a gas mask of some sorts to traverse the area because of the toxic air.

We we’re also thinking of making the water glow but we’re not out of it yet.

Anyway here are some screen shots of the process.


Here you can see the style is more simplified then before, the reason for this is that we can make more content in a shorter time span and will have more stuff for you all to play around with in the long run.

also not everything has been simplified yet, like the tree leaves and shrubs, etc…

Right now the tree barks and the rocks look a bit plain and boring but we will add a simplified pattern or grunge map on top of if to give them more detail and will also give them a roughness map with some sparkles for some extra effect.


Christophe Degraeve

[Dev]AI Animation implementation


This week was a “deadline” as other people will play our game. This is why I kept on improving the drone ai instead of starting the wildlife. I implemented animations made by the artists. Also I made it so that the drones can go away when it’s night. Some major gamebreaking bugs were also fixed this week.

I playtested with the ai a lot and it feels pretty good.



Vermeulen Igor


[ART] Adding Detail.


For this weeks deadline I focused on content and detail.

As you can see from the images below I have added a lot more small foliage like a new plant, fern, way better looking grass, flowers, mushrooms, shrubbery, pebbles and more.

Forest view 1.


Forest view 2.


Cartoony round shaped bushes.


Ground clutter.


Ivy on rocks to add more overgrown feeling.


New LOD billboards for all trees.


Intractable mushroom for hunger.


Intractable Rabbit meat for hunger.


Christophe Degraeve

[Dev] Drone is finished (more or less)

Hey everyone!

This week I finished the drones main functions (as I mentioned previous week). Only 1 things is not yet implemented, the disappearing when it’s night. Other then this the drone has all of its functionality and it is pretty hard to shake him off.

However, I do believe the drone will need some slight changes such as a close range (hard hitting) attack. This behavior is already in the tree but it is inactive for now. The further evolution of our game will point out how it will go. I do know 1 more small bug with the drones, but if we would opt for the hard hitting attack, it won’t occur anymore. So I’m going to wait before fixing it (it’s pretty tedious).

Since next week will be the testing of our game by other students, I will help wherever I can to polish everything up. In my spare time I will start with the wildlife AI.

That’s it for this week!


Vermeulen Igor

[Dev] Inventory


Last week I didn’t make a post. So first off let me apologize for that! But this week and last week has been quite busy. I have worked hard on our inventory system. Both in terms of design, management and animations.


I also had to completely overhaul it 2 times. First because it was inconveniant and messy. And secondly to completely redo the logic behind it. The result is that we now have a very clean infrastructure and logic behind the inventory that allows for A LOT of easy updating in the future. Such as adding extra slots, rearranging the existing slots for variations of the inventory system (multiplayer ideas around this).


The inventory has all bells and whistles of a high-end inventory. Meaning, there is drag and drop, swapping, cursor implementation, animations and all sort of safeguards and indicators that prevent the user from breaking the inventory. Which was a lot of work to set up properly. But it’s all working almost flawlessly right now. Of course still a bit of tweaking is required here and there. But it should be pretty much finished.

This means we can now move on to the next phase. Which is creating content. We need props that you can collect, interactable objects such as locks, switches, doors, handles, machines to activate, elevators, … you name it. We have a very big list of stuff we want to create and add to the game. Both in terms of gameplay and cosmetic. Like we want quite a few interactable props that do something cool or fun rather than actually help you. This is important as we want the player to feel like he is actually in a real environment with a backstory.

Next week is very important. As we will be showcasing our game to a group of other people that will play it and give feedback. We want to get as much as possible ready for this event so we can present the players with a good overall picture of our game and what it will become.

Thanks for reading, and once again sorry for a silent week. But not to worry, we haven’t worked on our project any less. In fact we have worked very hard on it, hence why we couldn’t find the time to post last week. But of course that’s no excuse. So next week we will be back with more! Stay tuned.

[DEV] Advanced inventory management

From the start up I have been in charge of programming everything that has to do with the character itself, I implemented weapons and weapon switching several weeks ago so we could get a proper gameplay loop up and running , but this wasn’t really suited for a full game, most stuff was hardcoded etc.

The last 2 weeks I worked together with frederic to get a proper inventory up and running. While he made the graphical side and worked on the inventory management , I started rewriting the character code so it interacts with the inventory correctly. Now we almost have a fully working inventory in which everything is working independently . with a bit of tweaking i think most blueprints could be used in different games entirely.

First up our character now has 2 hands and thus 2 equipped slots , these just need a “base_weapon” , when something gets equipped it gets dropped in the right hand. Drop it in the left hand and it gets mirrored correctly and can be used by pressing the left mouse button , idem for the right hand . This essentially allows you to dual-wield any combination of one-handed weapons. To balance this , we only allow you to use a weapon’s “secondary” ability if you only have this weapon equipped, with the most obvious use of this being aiming down the sights of a gun. We will also be implementing 2-handed weapons (rifles , big axes?) .

As a final note I would like to express my thoughts on the way blueprint programming works in UE4. I really see this as one the greatest tools there is in the UE4 engine for modular programming, it really opened my eyes to using inheritance in gameplay programming and I think it is vital for our game and has saved us a ton of trouble. For example , the way our pickups etc work. Let’s say our axe (Interactable->Base_weapon->Weapon_Axe) interactable allows us to interact with it in the world , if it’s a base weapon , we know we can equip it and weapon_Axe essentially contains the information for “firing” the weapon. Looking at a lightswitch (Interactable->Lighswitch_A) , here we can see it is just an interactable , the lightswitch code on “activate” just simply switches a light , other interactable items can be added to the inventory on the “activate” event , see keys etc.

So , this was a wall of text, I tried to make up for not writing anything last week and implementing that in this post.