
Have an idea or feature you’d like to see added to the Modern Survival Horror Framework?
This is the place to share your suggestions.
Please clearly describe your idea and explain how it would improve gameplay, workflow, or usability.
Well-explained requests help prioritize future updates.
Even small ideas are welcome if it helps improve the framework, feel free to share it.
Thank you for helping shape the future of the framework!
Hello. Modern Survival Horror is a great project, but I'd like to see features like "inspecting objects without adding them to your inventory," "lifting the character to different heights," "moving objects (like a closet)," small triggers like "launching a cutscene," "loading and unloading streaming levels with subsequent saving of their state," and a "Look trigger." And of course, I'd like to see setting options. Modern Survival would be the perfect tool for creating wonderful projects. Thank you very much in advance.
Hello. Modern Survival Horror is a great project, but I'd like to see features like "inspecting objects without adding them to your inventory," "lifting the character to different heights," "moving objects (like a closet)," small triggers like "launching a cutscene," "loading and unloading streaming levels with subsequent saving of their state," and a "Look trigger." And of course, I'd like to see setting options. Modern Survival would be the perfect tool for creating wonderful projects. Thank you very much in advance.
About your first suggestion, “inspecting objects without adding them to your inventory,” this feature is already developed for first-person mode and will be added in update 0.2 this month. We’ll most likely consider it for third-person mode as well.
After watching your new videos, I thought about some features which could be a nice addition to the template. I have no idea if you would be interested in some of them, they are just ideas I throw around, not requests by any means:
- The ability to crawl through a narrow tunnel (kinda like the narrow corridor) or the ability for the character to crouch to pass in smaller passages,
- The ability to vault or hide above some mid-height obstacles (with the crouch ability)
- Some actions/enigmas (like putting a wheel onto a pipe and seeing it turn to stop some steam blocking the way, a statue with the place for three symbols to find in the level or a broken lever to open a door),
- A "fog of war" on the map as, currently, the player can see the whole map and the items before reaching them (or a way to "add" a room when the player enters it. Same with interactables : "add" them to the map only if the player interacted with them),
- Destructible walls to hide secrets behind them (hence the "fog of war" suggestion. Maybe with some C4 so that the player have to carry them. This could add some nice inventory management for the players),
- "Shootable" ladders (Hidden ladders that players must shoot to bring down, thereby concealing secrets)
Some ideas on already implemented features :
- The ability to inspect with mouse instead of keyboard as it would be smoother,
- A rifle weapon,
@keriwan These are awesome ideas, I’ll add them to the list and see which ones fit best for future updates. Thanks a lot for sharing. Feedback like this really helps shape the framework.
One thing i'd like to request as is seen in the upcoming Resident Evil Requiem and was prominent in re4 remake too was the ability to perform a melee after the enemy is in a stunned state, this is true for both grace (who gets a basic shove) and leon who gets his kicks etc. Even just adding the shove with a knock down would go a long way.
However to counter my own point, perhaps what i'm suggesting should be reserved for a "Action Horror" framework that more so delves into the action horror style rather than put it into the modern survival horror template. I think given how popular the action horror titles of RE in particular are it would be worth some consideration to maybe look at that down the road.
Hope you guys are doing well 🙂
@konkichifan Good idea, and you’re absolutely right, it definitely pushes things a bit more toward the action-horror side. It’s something worth considering, though. Maybe we can think about it as an optional feature 😀
Hi, a system where you can have an item that can hold a enemy in place, like the swords in silent hill 4 would be fantastic.
@farshad In SH4 there are enemies that can't be kill, only knock out for a few second, but if you have a sword of obidiance you can pin them to the ground, and as long as the swords remains they can't move.
I’m not sure if something like this is already implemented, but a good quality-of-life improvement would be to automatically remove key items from the inventory after they’ve been used to unlock a door, passage, or container. Alternatively, they could be marked with a ✅ and made discardable, similar to how it works in Resident Evil 2 or Resident Evil Requiem.
Hello guys. I have become the owner of your product and I sincerely support your work and want to help you.
1. When opening the door with a key, the key remains in the door, but it is still in our inventory and cannot be discarded (I know that this is easy to implement, but it would be great if your product already included some game logic). Suggestion for improvement: When opening the door, the key remains in the door lock and disappears from the inventory. If the key opens multiple doors, the hero does not leave it in the door's keyhole and keeps it for future use (until the last door is opened, the key remains in the door)
2. You've got a great mechanic for breaking boxes and barrels, but I suggest improving it. I propose allowing us to break such boxes, provided that we have a melee weapon in our inventory. Also, I would like to break these boxes not on the "E" key, but specifically by hitting them with a pipe or any other melee weapon.
3. The shooting mechanics force us to aim with the right mouse button (which is a very good move), but at this point, our left mouse button doesn't do anything. I would really like to see a feature that allows us to use melee weapons with the left mouse button when our weapon is selected (as it is implemented in Silent Hill 2 Remake). I understand that this would break the logic of equipping melee weapons (since they are always available), but it would be cool to have this as an additional feature. Personally, I wouldn't add melee weapons to my inventory and take up a slot. This would be the main weapon that cannot be thrown away (for example, like a flashlight that is also not in the inventory). This weapon is used to break boxes, break walls, and fight monsters when ammunition is in short supply
4. I've tested the AI bots a bit. I understand that this is still an early version and I don't want to write anything about their behavior.
But it would be great to implement a system for finishing off (hitting) a monster with a pipe (or other melee weapon) when it is lying on the ground (for example, Silent Hill 2 Remake). It's a very nice gameplay feature to make sure that you've definitely destroyed the monster every time 🙂
5. In the inventory, I would like to see a drag & drop system for moving items with the mouse, unless we are playing with a gamepad. The current movement system is quite outdated and not intuitive.
6. In the inventory, I would like to see the "replaceable" item type. Example: I pick up a pipe, then I find a baseball bat. The game prompts me to replace the pipe with the baseball bat. This way, I don't pick up a new item in a new slot, but rather replace an existing item with a new object in the same slot
7. It is very important to display the list of entries in the inventory from the new ones at the top to the old ones at the bottom (someone has already written about this on the forum). It is also important to scroll down the list on the last slot and return to the first slot
