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  • replied
    That looks nicely done and refined :3 The attack gif above my comment tho is really clunky I would play this <3
    EDIT: i subscribed to this so pls push more content out soon <3

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  • replied
    Heres an extended gameplay video:

    Also chests now open and close, apologies for low quality gif

    Last edited by Orkney; 02-27-2018, 07:15 PM.

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  • replied
    Been a little while since update due to being busy with paid work...

    Tonight I have been improving containers so that you can now actually take items back out of them! Cutting edge, innovative game design, I know, but just watch soon every game will be implementing this kind of mechanic.

    You can see in the above gif how I can successfully transfer items back out of the container after walking around it twice in a circle

    However. it still works if you don't walk around the container

    (Adding this was a lot harder than I make it look in the gif)
    Last edited by Orkney; 02-27-2018, 07:19 PM.

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  • replied
    Thankyou hippowombat , Woodbound is also amazing, I have been following your development for months

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  • replied
    This looks amazing, awesome work!

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  • replied
    Originally posted by Aegix View Post
    Like the stylized meshes.... did you considering gradually fading the roof when you walk into the house, instead of insta-dissappear?
    Thankyou for the suggestion! I did originally have the roof set to fade to a value of 0.1 but I didnt like still kind of being able to see the roof, had another bash just now but made the roofs fade all the way out like this:

    There are some translucency sorting issues though which I will need to fix

    Also, Ive begun work on the hot bar, which you can see the beginnings of at the bottom of the screen. I have also reworked the NPCs so that making a combat system later on will be more streamlined. Cant really show this though without just posting a blueprint graph haha

    I might eventually make it so the walls disappear if they are between the player and the camera too, or maybe just the upper half disappears
    Last edited by Orkney; 02-22-2018, 03:21 PM.

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  • replied
    Like the stylized meshes.... did you considering gradually fading the roof when you walk into the house, instead of insta-dissappear?

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  • replied
    Quick update as Ive been busy the last couple of days but added some new foliage

    Click image for larger version

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  • replied
    Click image for larger version  Name:	Screenshot2.jpg Views:	1 Size:	364.7 KB ID:	1430278


    - All roofs will now go invisible when player goes beneath any roof (they will maintain their shadow casting however) I personally prefer this method because it means you can see inside your whole base rather than just one section. The meshes also go completely invisible, I was lerping the mesh opacity to 0.1, however it did not look right I thought.

    Graphical Updates:
    - Changed Landscape material to use textures instead of flat colours, also made 3 different landscape textures (Grass, Sand, Mud)
    - Reworked structural Meshes and their materials (walls, windows, doorways, floors and roofs) so that they actually look half decent, they all share one material
    - Inventory UI has had a much needed graphical update (Graphics provided by my brother)
    - Added a new grass foliage type, however this needs tweaked as it causes lighting issues during the night

    - Added a music track from my musically talented friend, only one for now, I would like to eventually have music which reacts to player actions.


    (Day/Night cycle is sped up a lot for video)

    I really need to start thinking about the player character model!

    Comments and Critiques would be very welcome, even criticism!
    Last edited by Orkney; 02-17-2018, 04:36 PM.

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  • replied
    Quick Update as I am still working:

    -Fixed Health Plant Not Disapearing from inventory
    -Stopped aggressive NPCs attacking when not in range
    -Added Roof's

    Roof will only place on a floor which has 3 walls surrounding, this needs tweaked as if you place two floors together the shared slot only counts towards the first floors number of walls, you can see this in the full video. When you go under a roof it sets the roofs opacity so you can see through the roof. I am undecided whether to have a nice spherical opacity mask around the player, or to set all adjoining roof blueprints to lower their opacity, this way you could see inside your whole base.

    Full Video:

    Last edited by Orkney; 02-15-2018, 04:10 PM.

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  • replied

    It had been a long time since I updated, since the previous video I had mainly been doing changes under the hood in order to make things work better down the line. I have added a lot of functionality to the inventory, fixed some bugs and also added containers, these containers work like regular containers in games, however you can only add items to them right now (cant remove them yet). There is one bug where sometimes the item doesnt add to the container (or its UI) but still removes it from your inventory. Currently, if your try to drop a different resource type into a slot already containing a resource, it will go into the first empty slot. Also if you add to an existing stack, it will add to taht stack then start a new one.

    I have also added a basic AI system, which both of the current NPCs share, you can set AI to either be aggressive or passive. Passive NPCs will run away when attacked, aggressive enemies will stand and fight. I need to add a type which will attack on sight.

    I tweaked the water shader slightly to make it more transparent near shorelines.

    I changed the building system sockets so that you cant build a wall in a socket which already has a wall, door or window in. Then fixed all the issues this caused. Same with doors, you can only place one door in a doorway now.

    Basic Night/Day cycle

    Next steps:

    Make items retrievable from containers
    Fix Container bug
    Player Stats and equipment.
    Add roofs to houses
    Last edited by Orkney; 02-11-2018, 04:30 PM.

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  • started a topic Frontier


    Join the Discord here:






    I wanted to share a project I've been working on for the last couple of weeks and basically open up a devblog. The name is currently a working title, as I just thought of that now. It is a top-down survival game, which I have a ton of ideas for, however for now I have been making significant progress on the base mechanics of the game.

    The game will eventually have a much larger map than the current one in the image above. I want to build a dungeon (or dungeons) into the map, which generate procedurally each time you enter, you can then get things from this dungeon which you can use to upgrade your town, or rescue people from the dungeon who will join your town and run shops etc. This is all further down the line however as I want to get all of the above world stuff working first.

    For now I have working:

    Main Character with a placeholder skeletal mesh
    Inventory and Containers system
    Building Crafting
    AI enemies
    Basic combat

    I should also mention I am working by myself on this and not using any marketplace content, everything is built from scratch. There are bugs, which you will be able to see in the video. It is also 100% blueprints. I am opening this thread to keep track of my progress. The video below is the first couple of days progress video. However once i submit this post I will add a reply with the current progress and associated devblog.
    Last edited by Orkney; 03-05-2019, 05:57 PM.