[ART] Atmosphere and lighting


In this quick update I tweaked the atmospheric fog and lighting settings, like colours, sun angle, etc. …

This was necessary for our day and night cycle.

There are now 3 map variants: one for daytime, one for evening and one for night,(I will make one for morning ass well later on).

These values will be brought over into the main map and our day/night cycle blueprint will then use these values when it fades between the different stages of the day.



EVENING / MORNINGevening1evening2


As you may have noticed, the distant mountains now have a texture and I added a ravine model as well.

Here’s a screenshot of the models.


Christophe Degraeve

[Dev]Robots taking over

Hey all,

This week, big surprise, I worked on improving the drones even more. They will now keep better track of the players whereabouts. Also if you come too close they will automatically sense you (they do have a blind spot tho!).

If a drone loses the player it will go to the last known playerposition. If it arrives there it will look around (needs lil bit of tweaking) before going back to its normal behavior.

These changes make the drone feel stickier to the player once they have successfully seen you.

A little bit more info about the drones awareness:


In green we have the drone’s vision. It has an angle of 120 degrees and can see up to a certain amount of units (this was tweaked many times so I don’t remember what the final value was anymore). If the player enters this range, the drone will scan the player for 1.5seconds. If succesful: the drone will chase you. If not: the drone thinks it was just his imagination 😉

In red is the range for automatic detection. When the player enters here the drone’s sensors will automatically sense the player and start to attack him.

In blue we have the blind spot. The player is safe in this area. We may or may not add a way to remove the battery from its back if the player can successfully sneak up behind the drone.

Features I will add for next week are:

  • Making the shootmechanic in behaviourtree. Right now it is in normal blueprints. This causes that it feels random and uncontrolled.
  • Alerted mode: if a drone has seen you it will be in alerted mode. Meaning if the drone loses sight of you it will no longer need to redo his scan when you are in its FOV. It will automatically see you again.
  • making the drones dissapear at night

If time allows me I would like to start on the wildlife AI too.

That’s it for this week!


Vermeulen Igor

[ART] another big map update.


Since the redwood biome wasn’t finished yet I decided to finish it first before working on new tree models.

Now there’s a lot more difference in height and there is a mountainous area around the playable area now which acts as a sky box to give the player the illusion that the map is a lot bigger than it actually is, to give it more immersion.

Below are some screen shots of the new map.


Of coarse these screen shots are taken with no LOD models yet and to be honest, it still runs quite smooth in game .

Also the distant mountains are up scaled rock models to serve as a block-out for where the height maps will come.

Here’s a top down view of our in game map with some highlighted areas of parts that still need some work.map-update01


I added LOD planes for all of the trees  and made a mountain model for our backgrounds to replace those over scaled rock models from before.

Below is a screenshot of the LOD models and the mountains.




Christophe Degraeve

[ART] More map parts

Hi all,

This week I have added some more forest scenery to our map.

Now the playable area is double the size of what it was last week.

This also means that the redwood sub biome is almost finished (about 85% done).

Below is a screen shot of an overview of the map so far.


The red represents the old playable area and the blue represents the added content from this week.

Aside from this, I have added some sprites of all our trees and made L.O.D Billboard planes.

It seemed to work at first but on closer inspection I found out that the billboards followed the camera at each their own individual Pivot angle.

So we scrapped them for now.

Christophe Degraeve

[Dev] Interactables and randomization

Hi there,

This week I started off optimizing and expanding our random spawn system. The system now works as it should. There is one spawnpoint actor that you can place in the world. All that’s needed is to select which type of object it should spawn. Everything else is managed by the Spawner. The spawner finds and collects every spawnpoint on runtime and populates it with one of many suitable objects for each particular spawn type.


The spawner also has several parameters you can use to set the maximum amount of duplicates of certain types of objects.


You can easily add new object to the 3 pre-made catgegories. Or you can of course add an entirely new category with a new icon.

Then I started working on our interactable system. Which is basically a modular expandable database of interactable objects. Every object we will make will inherit from a parent “interactable” class which provides some crucial parameters. And then each object can do what it needs to do seperate from that.

As you can see below a light switch only works when the right generator is providing electricity. This is all managed by our “Level database actor” which detects when an object has been activated or when the player is trying to activate one it will check if the right conditions are met.


The player and HUD have also been updated to detect what object the player is looking at and depending on how far the player is from it he is now able to activate or deactivate it using “E”. We already have a couple interactable objects in our map and a small house in which you spawn each time you play the game. The position of the house is of course also randomized using the system I made. You can also spawn random objects within the randomly spawned buildings using child actors (random-ception!).


We want each playthrough of our game to provide a completely different experience. So it’s very important that our systems for this are modular and future proof. So I took a lot of time to optimize it as much as possible. And I’m still tweaking it as we go. This also makes it extremely easy and fast to create new interactables and objects.

I’ve also added several character effects. Such as weapon sway.


Footstep sounds that are perfectly synchronized with the run and walking animations. Using animation notifications.

Every footstep sound you hear is one of 5 random footstep sounds. Again randomization is key!

And camera shake effects when running and getting hit and …

I’ve also made several small placeholder and WIP models such as a radio tower, house, power cabin, generator and lamps.

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Hey everyone!

This week was kind of a crunch week for us since we had to do a LOT to create the gameplay we actually wanted.

The first thing I changed was the Day and Night controller. It’s now more accurate and also controls the light intensity. This way it can be really really dark at night 🙂

Second thing is this guy:


I updated its software a bit and he is now capable of:

  • being stunned on ax hit
  • reacting to the player when he shoots
  • scanning the player
  • shooting the player
  • surviving bullets up to 4 hits
  • making annoying sound when he spots you

I also improved its lens and scope so he won’t lose track of the player if he is on higher ground (I reworked the way the drone sees the player, so it’s more accurate).

All these changes give us the gameplay we are aiming for. It’s going to be a mix of stealth and surviving to find your way throughout the forest.

That’s it for this week!


Vermeulen Igor

[Art / Dev] Gameplay and hands

Hello there!

This week I have spent a lot of time working on all kinds of stuff.

I’ve added several effects and sounds like shooting, walking, running, hitting a drone, drone hover sound, drone laser, ambient sound, …. All to add more atmosphere to the game.

Secondly, I have added tons of gameplay features. Such as killing, dying, collecting, drones can now fire a laser and HUd elements to indicate health, collected items, death screen, camera shake effects, blood when damaged and more!

I have also worked on the first person hand models. Made several animations and implemented everything in unreal. The animations still have to be blended and the weapons are currently placeholders. But the big framework is all done. All that is left now is to make the weapons look nice and add more of them and add new animtions.


Then I have also started work on a random spawn system for every object in our game. Depending on the object type (Hot spot, weapon, enemy, tool, collectable,… ) they will all spawn in one of hundreds of random locations. Hereby creating a completely different game experience each time the map is generated.


I have also add several visual indicators for the editor we work in. Such as path node direction and links that give a very clean way to see which paths we have in our map.


It’s been an extremely busy week for the game. But with some great results.

That’s all for now. 🙂