[DEV] Character tweaking and prototyping

This week I updated the character , I wrote all the necessary base  code for allowing weapon reload functionality , sprinting  and health.  All the necessary code is now there.

With our latest prototype test we already started tweaking the movement values and have got them about right.

As a help i started writing down my current bugs in a small file so I can get around fixing them when needed.

[Gameplay] Playtesting

This week we have done A LOT of play testing. Our devs built a multiplayer prototype so that we can imitate AI behavior ourselves. This thought us a lot about our current gameplay. We were also able to come to a conclusion of how our drones will behave around the player and the environment. Running speed, forrest size, drone speed and aggressiveness and much more now all have values. We can now start building our AI around these values and behavior.

Next week we will migrate our prototype to an actual forrest level. We will then replace the player controlled drones to artificial ones and do a lot more play testing to get our gameplay just right.

After that we will move on to production and implementing the gathering and survival elements.

Stay tuned!

[Dev] Prototyping


This week we had to try out some quick AI behaviour, so we made a prototype were we could take control of a drone. This way we could set restrictions on the movement and behaviour our final ai should be.

We came to the conclusion that we wanted 2 types of drones. One that moves randomly around and one that follows a set path. After the drone sees a player he has to wait 1 or 2 seconds before chasing the player. This wait time is a “scan” to identify the player. It gives the player more breathing room to stay hidden.

After the player is found the drone will get more movespeed and will go to +-5m from the player and ten attack with a zap attack.

If the player goes out of the line of sight, the drone will move to the last known position and return to his normal beaviour after 2 seconds (if the player is lost).

Drones can float to a minimum of 1m above the ground to maximum tree height.

The player can shoot the drone, the first shot will stun the drone (circuit malfunction) for 1 or 2 seconds. the second shot will kill the drone.


This was our test for this week and what we’ve learned from it 🙂


Vermeulen Igor

[Dev] Unreal engine 4 and repositories, do’s and dont’s

We decided on using Unreal engine 4 because it would suit our game a lot more then Unity. However , we didn’t have any experience with using mercurial repositories and UE4 yet , so we went in blind.

Needless to say , after 1-2 weeks it felt like crashing into a brick wall.We hadn’t been paying attention to our bucket size , and suddenly it had grown to over 2gig , which is a problem , as bitbucket doesn’t allow repositories bigger then 2gig.

When i noticed that my pushes didn’t want to go through anymore , i decided to investigate and i came to the conclusion pretty fast that this wouldn’t be as easy a fix as you would think it to be. You can’t simply delete files and fix your repository in a further push , as you can not push anymore changes , the only option is to go “backwards” in time and fix your repository in an earlier not-yet-broken commit.

I managed to get our current push to around 50mb in size. However , bitbucket still does not allow this push to go through as we have exceeded 2gb , I fear we will have to start anew with a fresh repository , as i do not know how to revert these pushes.

[Art] Hands

This week I have started working on the hands for our main character. Since it’s a first person experience we are making, it’s important to have good looking hand models. The model is now finished, it still needs a little bit of tweaking and then it needs to be rigged and animated. There will be a lot of “stuff” you can pick up and hold in your hands so there is much work to do!

Here is a preview:



[ART] Art – and Tech Document


This week we sat down and talked more in depth of our game mechanics as well as the final style we wanted to achieve for our game.

I wrote this all down in an Art – and Tech document which you can find under Media.

I Also remade my tree model based on our art style.


Here’s a quick mock-up of our game.


You can see that the watch displays your health and stamina.

It will probably also display the time of day if you click the mouse while looking at your watch.

(Inspired by stranded deep).

The drone on the left is the enemy you will encounter during the day.

When night time starts, you will hear a loud distant alarm sound meaning that the enemie drones are being recalled back to their base.

On the right you see some wildlife who will become your enemies during the night.

Christophe Degraeve

[ART] Foliage


This week I have been working on ground level foliage.Such as clovers and ferns.

We really want the forest in our game to feel like a living breathing biome. This means we want a lot of detail and variation in our flora. We want there to be both a vast variety in foliage, subtle and major differences. We will have sub-biomes, such as a swamp, dry part (from a burning fire), waterside,… All these areas need to give the player the feeling the forest is actually affected by the weather, humidity and external forces.