@biologically_optimized Hey, Thank you so much for your kind words! We're really happy to hear that you're enjoying the framework 😊
Yes, we are continuously working on it. With every update, our goal is not only to improve the existing systems but also to add more value to the framework overall.
Having community members like you is incredibly helpful. We receive a lot of feedback, suggestions, and ideas, and we carefully evaluate each one. The suggestions that align with the direction of the framework are considered for future updates and improvements. I added your suggestion to our review list.
Once again, thank you for your support and for being a part of the community. We truly appreciate it!
Its so awesome that you've added metahuman in the recent patch. Do you consider metahuman support for the zombies in the future?
Handheld flashlight considered in 0.5, huh!
I wanted this. Thanks!
It'd be cool if the left hand holds flashlight and the right holds pistol.
Maybe an Alan Wake style Zombies are vulnerable only if they have light shining on them kinda mode could be considered. Though you'd have to check if it's patented first.
Can I know what the new weapons in consideration are?
@kosur Hey, thank you for your feedback and suggestions!
Yes, we always try to listen to community feedback and continue improving the framework with every update. We will be sharing more details about the v0.5 update soon. Stay tuned!
@commancho I'm glad you're happy with the addition of MetaHuman support!
We are also considering adding UE5 Skeleton support for the zombie characters. but about MetaHuman for the zombies, nothing has been confirmed yet, but if it gets approved for development, we will be sure to announce it.
Since the Sanity Glitch system patent of Nintendo's Eternal Darkness has expired long ago, maybe you could make that as an addon.
https://www.youtube.com/watch?v=HN9UwVIynP8
Hello
Thanks to your tireless efforts, Modern Survival Horror continues to be a fantastic framework.
Thank you so much. I'm using the Modern Survival Horror framework to create a game like Resident Evil 2 REMAKE.
Thank you again.
Feature Requests
- Supported Target Platforms
Please add PlayStation 5 to the list of supported target platforms, in addition to Windows.
- Gamepad Support: Please fully support both gameplay and UI using PlayStation 5 controller controls.
- Add the following weapons: Magnum Revolver, M79 Grenade Launcher, Single Action Army, Break-action Shotgun, Flamethrower, Machine Gun, Sawed-off Shotgun, Axe, Knife, Grenade, Rocket Launcher, Minigun.
- Like in Resident Evil 2 REMAKE, please allow the player to stab zombies with a knife or shove grenades into their mouths to destroy their heads when zombies grab and bite them.
- Similar to Resident Evil 2 REMAKE: When the player inflicts a certain amount of damage on a zombie, it should fall to the floor but then get up and re-attach itself to the player, grabbing and biting them.
- Similar to Resident Evil 2 REMAKE: The zombie should crawl on the floor, relentlessly pursuing the player before grabbing and biting them.
- Similar to Resident Evil 2 REMAKE: The zombie should feign death on the floor, and when the player approaches, it should suddenly grab and bite the player.
- Similar to Resident Evil 2 REMAKE: A tough, hard-to-kill zombie is needed that doesn't flinch even after being repeatedly shot in the head. The player should feel fear towards the zombie.
- Similar to Resident Evil 2 REMAKE: When the player attacks a zombie, its body should be able to be dismembered or cut apart.
- Like in Resident Evil 2 REMAKE, when the player attacks a zombie, its clothes should tear, and if the player attacks again, its muscle tissue should be destroyed, exposing its internal organs and bones.
- Add an on/off function to the Full Settings menu for censoring gore, such as dismembering or cutting up zombie bodies.
- When the player kills a zombie, ammunition and healing items should drop from the zombie, allowing the player to pick them up.
- Allow the player to quickly switch between the third-person over-the-shoulder camera and the right-shoulder or left-shoulder camera.
- Allow the player to quickly switch between the third-person over-the-shoulder camera and the first-person camera.
Have a good day!
@bio_hazard First of all, welcome to the forum! We're very happy to have you here.
Thank you for your kind words and for taking the time to put together such a detailed list of suggestions. I really appreciate the feedback and the ideas you've shared.
I'll add these requests to our review and evaluation list for consideration in future updates. While I can't promise which features will be implemented, suggestions like these are extremely valuable and help us better understand what the community would like to see.
We're glad to have you as part of the community, and I look forward to hearing more of your thoughts and feedback in the future.
Have a great day!
Inventory system improvements:
1. Max Stack for Items
Add a maximum stack size for items. Currently, it is possible to have practically an infinite amount of something, for example ammo, in a single slot.
2. Take Out button in Storage Box
Currently, in the storage box, you have to click twice in order to take an item out of the storage box, and the Take Out button does not work. I am not sure if this is intentional, but it would be better if that button could also be clicked.
3. Moving and Combining Items
Instead of using Shift to move items, it would be better to also implement this using Left Mouse Button hold. For example, if the button is not held for 0.5 seconds, selection menu opens as it currently does. But if it is held for the specified amount of time, it triggers item moving function, the same as when using the Shift key. At the same time, item combining could be improved by allowing player to drag, for example, a Green Herb onto a Red Herb to create a Mixed Herb, or to stack items together, such as ammo. Currently, this swaps slots instead, but this change could improve inventory management.
4. Tracking System for Unlockable Items
I already suggested this before, but it would be better to have everything in one place. Add a tracking system that checks how many locked doors, weapon lockers etc. are still left to unlock with a given item. After all objects requiring that item, such as a key, access card, or bolt cutter, have been unlocked, allow the item to be discarded from the inventory and mark it with a ✅ symbol, like in Resident Evil 2 and 3 Remake. Alternatively, the item could be automatically removed from the inventory with a notification. This has sort of already been implemented with keys, but what happens if the same key is needed for multiple doors? Also, automatic removal could potentially cause unexpected bugs, so it may be better to keep manual discarding from the inventory, with the item marked accordingly.
5. Split Items in Storage Box
Add the ability to split stackable items in the storage box. For example, instead of storing all ammo, such as 60 rounds, I may only want to store 10. The same should apply when taking items out.
6. Possibly bug with Quick Slot assign
When assigning a weapon from the inventory to a quick slot, the 1, 2, 3, and 4 keys do not work. You have to click the slot with the mouse.
7. Making Examine usable
At the moment, Examine does not do much. The descriptions and names of some items should update after examining them, similar to the Resident Evil games. Some items could also hide something inside them. For example, if the player picks up a mysterious box and uses Examine, then at the correct angle it should be possible to open the box and take an item from it.
It would also be good to add an interaction prompt for Destructible Objects (changing it from 2D), Narrow Gap, Ladders and Climbing points similar to the prompts used for items.
By the way, I have a question. How can I change the third person interaction prompts from a white dot to a keyboard button prompt and reading notes like from first person?
Hello! I would like to write some suggestions for 0.5 or 0.6
-Enemy with a weapon (Bubble Nurse Sh2)
Basically a normal enemy with a weapon
-Stalker for 0.6 can open doors (already unlocked) and bite like zombie grab and bite of 0.5 (Re9)
-Player can't be heard while crouched (Re9)
More improvements on the crouch and AI
@kesotiv Thanks for your great suggestions. I’ve added all of them to the review list.
Regarding your question, we actually have three overlay widgets. If you open them and check the UpdateOverlay function, you can modify it there so that the overlay icon is displayed in a first-person-like mode.
I hope this helps.
@hosna yes the crouch is something aside,but the enemy with weapon and stalker AI improved seems in pair with the possible updates,mostly Sh2/re9.
Also I have some more consideration:
-Contextual climbing with Interact input and removing jump (Silent Hill 2 Window First Encounter Room)
Surfaces when the character can Vault like the window in sh2 without the jump input
●Fast Recovery Button (SH2 - Re9)
When possible,the recovery item will be used
●Health Upgrade (RE9)
Like steroids,the main health will be permanently upgraded once the player will find the object.
●L3 Input Sprint (Re2 Remake)
Hello everyone! In the latest update, the character has learned to jump and crouch. It would be very important to add the ability to disable jumping, but keep the ability to jump and climb platforms (when we are standing next to them). Here's how I see it: Jumping is disabled, we approach a platform, and a widget appears for interaction - we press the jump button, and the character automatically climbs onto the platform. The same system can be implemented for jumping from one platform to another without additional player control. The fact is that the constant presence of a jump has a very significant impact on the overall level design, and this feature should be optional. However, my proposal indirectly allows players to climb platforms by pressing a single button and positioning themselves near the platform. The character will automatically climb and descend the platform if the player requires it (similar to your ladder system in the framework).
It might be worth considering doing the same with the crouch mode, allowing the player to crouch and traverse the area in this mode at the appropriate points.
In my opinion, this would make the core gameplay more cohesive, allowing the player to navigate between walls, climb platforms, and ascend stairs as a unified system that operates according to a single algorithm through the widget and interaction button. As a result, the framework could offer two optional solutions: either the jump and crouch modes are always enabled, or they are limited. Thank you for your work!
