[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] 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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[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. 🙂

[Art] Hands Update 2


This week I have been working further on the hand model. So far it’s rigged and skinned. I only need to add one more bone to the thumb to give it just a tad more movability. Now I’m working on the under arm and upper arm. Then I will have to create a mirrored version for the second hand which will also have a digital watch. After that it will be time to unwrap and texture it with some small baked details using Zbrush and substance painter.

Here is a simple quick test animation. Note though, that it’s all still very much work in progress!!


[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!

[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] 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.