Survival RPG Engine

RPG Engine V5.3.2

  • Hotfixes

RPG Engine V5.4.1

Don’t remember who, but someone wanted a Crafting Table in the project… Well, it’s done!



Hello everyone! As you know, I’m currently working on a new update - bows and arrows. I’ve been thinking, and came to the conclusion that you might find it useful to have a video showing the process of adding completely new locomotion for a new weapon type. This video has no commentary or explanations, it just shows the actual workflow of adding new animations. You can use this video when you need to add new animations to the project yourself. Just as an example!

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RPG Engine 5.5.1

  • Crossbow and Arrows :bow_and_arrow:
  • New ammunition type → Physics-based projectiles :globe_showing_europe_africa::high_voltage:
  • Brand-new interactive objects → Ammo counter included :1234::collision:
  • Optimized & simplified → Mutable Plugin usage :hammer_and_wrench::sparkles:
  • Merged head/body customization → Smoother skin edits :performing_arts::shuffle_tracks_button:
  • Plus minor fixes & optimizations → Everything just works better :rocket::wrench:
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RPG Engine 5.6.1

  • 130 fewer data assets (14% reduction of total)
  • General parameters are now centralized - this will be EXTREMELY valuable for future development

Removed:

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RPG Engine 5.6.2 → 5.6.3

  • Removed another 60+ data assets
  • Code optimization
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Hello everyone! Couldn’t find the cause of the error preventing project packaging for three days. Maybe my experience will be useful to you:

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RPG Engine V5.6.4

  • Removed 40 data assets
  • Optimization
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Documentation updated. Sections marked for future updates.

Coming soon: major optimization. Already in progress, almost finished

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RPG Engine V5.6.5 & V5.6.6

  • Optimization
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RPG Engine V5.7.1
Now you can adjust which outfit the character initially appears in within the menu :slight_smile:

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RPG Engine V5.8.1

  • Default clothing for each character skin. The player controller and menu controller now have a variable that determines which clothing will be equipped on the character when changing the player’s skin. No more naked people! (Unless you want that of course)
  • Socket containers and socket data assets removed. Now this is handled by the database. This makes the project even more scalable.
  • Hotfixes
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:thermometer: Next Major Update: Temperature System!

Get ready for a new layer of depth and realism in your survival experience! :fire::snowflake:

What’s Coming:

  • :thermometer: Zones with High & Low Temps: From scorching deserts to snowy mountain peaks – every biome can have its own unique climate! :sun::desert: :cold_face::snow_capped_mountain:
  • :dress: Clothing with Temperature Values: Your wardrobe matters! Equip parkas to avoid freezing and light shirts to beat the heat :kimono::coat:
  • :droplet::high_voltage: Dynamic Energy & Water Drain: Is it too hot? Your thirst and stamina will drain faster! Stay hydrated and remember to rest. :sweat_droplets::downcast_face_with_sweat:

And… drumroll please… :drum:

:tada: FULL COMPATIBILITY WITH ULTRA DYNAMIC SKY’S TEMPERATURE SYSTEM! :tada:
Our system will seamlessly sync with the weather and time of day from the ultimate weather mod! :sun_behind_cloud::crescent_moon::cloud_with_rain:


:droplet: New Gameplay Feature: Drinking from Water Sources!

Survival is about to get even deeper and more realistic! You can now drink directly from rivers, lakes, and puddles to quench your thirst. But be careful—not all water is safe! :sweat_droplets::warning:

How it works:

  • :potable_water: Drink Anywhere: Approach any water source and take a drink. No more relying solely on bottled water!
  • :skull_and_crossbones: Risk of Poisoning: Water from untrusted sources can be contaminated! Drinking it will cause poisoning :microbe: and harm your health.
  • :stethoscope: Treatment: If you get poisoned, urgently take activated charcoal tablets or other antitoxins! :pill:
  • :hot_springs: Boiling = Safety: The most reliable way to purify water is to boil it. This will kill all harmful bacteria! Well then… it looks like it’s time for us to get serious about developing… a campfire! :fire::wood:

Devlog Process (new heat & cold effects):
The new sweltering :hot_face: and freezing :cold_face: effects are in the works!

Stay tuned, it’s about to get hot in here! And cold! :wink:

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Now you can drink from water ponts. Poisoning mechanics have already been added!


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New poisoned water effect!


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:video_game: Development Progress Report! :video_game:

:white_check_mark: Zones with High & Low Temps :thermometer::desert::snowflake:
:white_check_mark: Clothing with Temperature Values :t_shirt::coat:
:white_check_mark: Dynamic Energy & Water Drain :droplet::high_voltage:
:white_check_mark: Drinking from Water Sources :potable_water::sweat_droplets:
:white_check_mark: Risk of Poisoning :skull_and_crossbones::nauseated_face:
:white_check_mark: Charcoal Tablets & Antitoxins :pill::stethoscope:

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:bulb: By the way, folks!
Would anyone be interested in an Inventory System built on a grid-based layout (like classic survival games!) as an alternative to the current Jigsaw system?

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Added heat sources! Now you can warm up near a campfire

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:fire: How the Temperature System Works: A Quick Guide! :snowflake:

Want to create a chilly mountain area or a freezing cave? Here’s how it works in simple terms:

:snow_capped_mountain: Step 1: Set Up a Cold Zone
Create a special zone (e.g., on a mountain or in a snow biome) where the temperature is set to low .
:snowflake: When the player enters, they’ll start getting colder!

:fire: Step 2: Place a Campfire
Add a campfire to the game world. When the player gets close enough…
:sparkles: They’ll warm up by a pre-configured value!

:gear: You control:

  • Temperature strength in zones
  • Campfire warmth radius and intensity
  • How fast the player freezes or warms up


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:droplet: Generic Water System Overview

The new update adds contaminated water sources. I’ve also optimized water performance and implemented procedural generation. Players can now drink directly from water bodies, but beware—pollution risks remain!

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