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Modern Survival Horror Framework v0.2.0 Released!

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Hosna
(@hosna)
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0123

v0.2.0 is now officially live.

This update adds several requested features along with important stability improvements across interaction systems.

Here’s what’s new:

• Optional standalone First-Person mode (separate configuration — no automatic perspective switching)
• Visible unequipped weapons on the character
• Breakable crates with configurable item drops

In addition, object and door interactions have been further stabilized for more reliable behavior in production setups.

The latest version is available now via the Epic Games Launcher.

If you have feedback on the new systems or encounter anything unexpected, feel free to share it in this thread.

Showcase video:
https://www.youtube.com/watch?v=cmY9DfuzaGw



   
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(@keriwan)
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Hooray! Thanks a lot for this update, it looks amazing 😊 !



   
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Farshad
(@farshad)
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@keriwan I’m glad to hear you’re happy with the current update! Please feel free to share any ideas or feedback.

Now that this update is released, our focus for the next update is to make the framework more modular and streamlined, which, along with other great features, will be included in the upcoming updates.



   
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(@keriwan)
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@farshad Please consider strongly adding UE5 skeleton support. I'm pretty sure I'm not the only one awaiting 😊



   
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(@rozhkovskyproduction)
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Hello guys! I'm very interested in your project, and I want to purchase it in the near future. I have a few questions that I couldn't fully understand in the presentation.

1. Is there a full-fledged support for turning the character in place? Let me explain what I mean: In the basic game mode, the player can move in 8 directions, but if we stop and start rotating the camera around the player, the player will remain stationary and turn their head and body towards the camera. In the case that we have a flashlight in our hands (or on our chest), the hero also looks in the direction of the camera, but when the head cannot turn further than possible, the hero turns completely 90 degrees. Also, if we sharply point the camera at the hero's face, he should turn 180 degrees. (My English is poor, but I really hope that I have explained the idea clearly. This mechanic is implemented in Silent Hill 2 Remake).

Picture background

2. Will you be able to provide the ability to customize the inventory? In Silnet Hill 2 Remake, the inventory is presented without a limit on slots. Each item is added to its own group. The same item type can also be stored in the same slot and accumulated. Items are divided into groups such as "Weapons," "Items," and "Notes." Certain items can be combined. The inventory has infinite slots with the ability to scroll. Would you be able to implement such a system? Or perhaps you already have the opportunity to implement such a thing?

Picture background



   
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Farshad
(@farshad)
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@rozhkovskyproduction Hey, I think I already answered your question on YouTube 😀 , but I’ll leave it here as well for clarity 

About Turn in Place, it’s not implemented in the current locomotion system, but it’s on our roadmap. We plan to add a well-designed version inspired by the Silent Hill and Resident Evil style.

About the inventory, the current system is based on Resident Evil 3 Remake style. We’re also exploring an alternative Silent Hill–style inventory as another option for the framework in the future.



   
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(@rozhkovskyproduction)
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@farshad yes, thank you for the response on youtube and here 🙂 you have a great project and I sincerely wish for the development of you and your team. while I was reviewing the presentation, I would also like to mention the important details of the gameplay:

1. It is necessary to add the ability to dodge enemy attacks (strafing left-right-back) by holding shift + space. this will give a good boost to the dynamics and response during combat. this mechanic is implemented in both Silent Hill and RE.

2. On the mini-map, I noticed that the points of interest (items) are initially located in the rooms. It would be great if they were added to the map when they are discovered (you may already have this feature, as you update the doors when the player discovers that they are closed).

3. It would be great to add the ability to initially make the mini-map inaccessible so that the player can find it. This way, the player can discover each individual part of the location (similar to Silent Hill).

4. In the presentation, I saw the player's flashlight. The light source itself is attached to the flashlight mesh on the character's body. This makes the flashlight less practical because it doesn't always face the camera, and the character doesn't face the camera in this mode. Instead, I would attach the Spot Light slightly further away from the character and rotate the light source along with the camera (independent of the character), while the character would rotate using AimOffset + TurnInPlace. This is the same mechanic implemented in Silent Hill 2 Remake.

5. Unfortunately, you did not show in the presentation how the selected notes are stored. This is a very important part of the gameplay, I hope you'll show it in future updates.

I truly loved your product. You have given hope to many indie developers to release their games, as there is not always enough knowledge and time to do everything. You and your team are great guys and I wish you success! 🙂



   
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(@rozhkovskyproduction)
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Posted by: @rozhkovskyproduction

5. Unfortunately, you did not show in the presentation how the selected notes are stored. This is a very important part of the gameplay, I hope you'll show it in future updates.

 

sorry, I didn't notice, I saw that you showed it 🙂

 



   
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Farshad
(@farshad)
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@rozhkovskyproduction Thank you very much for the excellent points you mentioned. We will review each of them one by one and are committed to improving the framework with every update and adding more features.

Regarding points of interest, this feature already includes what you mentioned. Developers can adjust their properties so that a specific point of interest is added to the map after it is discovered by the player.

We hope that whenever you decide to get the framework, you’ll enjoy using it.



   
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(@rozhkovskyproduction)
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perhaps this will also help you as a feedback, I would like to be able to edit the system of notes in the widget.
I would like to not read the text in this menu (screenshot 1), but only see the 3d model of the letter and the "read" button as in the initial selection. When you click the button, we have a widget for reading. this makes it possible to read the letter in more detail without being distracted by unnecessary things. Another important detail is the ability to scroll text (notes can be very long, but there is no scrolling in your example).
thank you for listening and capturing all the feedback. I will sincerely try to help make your product better)

 

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TvADk017p9EuGDizFe6UFjtYdog1VaZmvIEN8dyqvaLXDbqfJw0Z9f QOvO3bvC7KELWafdOtFQd VUiDgWPxXNM



   
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Farshad
(@farshad)
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@rozhkovskyproduction Thanks for your feedback. The current model implemented in the framework in your first image is directly inspired by Resident Evil 3 Remake. We also have plans for a Silent Hill version. Thank you again for your suggestion 😀



   
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(@arcticsubn)
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Great work on the latest update v0.3.1. In the trello I noticed there is future plan for Contextual Climb & Vault System. Will you include crouching? It feels strange not to be able to crouch. Also do you have a rough timeline for update v0.4 or a release schedule?



   
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Hosna
(@hosna)
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Topic starter  

@arcticsubn Thanks for your feedback! The exact release date and final features for update v0.4 are not finalized yet; we’ll announce the details as soon as everything is confirmed.

Regarding crouching, there’s a possibility we may add it. The reason it hasn’t been included so far is that in many survival horror games, like Silent Hill and Resident Evil, this feature is typically not present by default. That said, we’re currently evaluating it.



   
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