@rozhkovskyproduction Thanks for the detailed suggestion.
I understand what you mean. For example, in Silent Hill, players don't have completely free jumping or crouching mechanics either. jump and crouch were not originally planned features for the framework. They were added later because they were among the most frequently requested features from community. While disabling Jump or Crouch is already possible through the existing character settings and input configuration and you can limit and modify it, I've added your suggestion to the review list.
There have been a very large number of feature requests and suggestions submitted for the framework 😊 we continuously evaluate them and prioritize those that best fit the framework's design philosophy and long-term direction. Of course, we can't promise the implementation of every suggestion, but we always do our best to consider valuable feedback whenever possible.
Thank you for taking the time to share your feedback.
@criss1818 Thank you for the suggestions, I’ve added them to the review list as well 👍
@hosna Thank you,I also saw there is a major request on the locomotion side,maybe an update for 0.6 can be the animation state machines locomotion,for the jumping and crouch can be resolved like an interaction input for vault and an under narrow passage (character is crouched and has the same function of the normal narrow passage).
I think state machines with some improvements can be a really good major update,the framework is turning amazing!
I also hope for a female character in the future,so it's more easy to choose a male BP main character or using a female BP character (mostly for metahumans also)
@criss1818 Appreciate the suggestions Criss, they’re very helpful for planning future updates 😊
Thank you so much for the quick response and solution! I've applied the values and it works perfectly.
Since the framework is evolving so well, I'd like to suggest a few features that would be fantastic for future updates:
-Audio Logs/Voice Notes: A system where the player can find recorders or radios on the map to listen to dialogues that narrate the story/backstory while exploring.
-Explosive Barrels: A classic survival horror mechanic for dealing with groups of enemies or clearing paths.
-Fuse Box Puzzle System: A mechanic for opening specific doors that requires the player to find and place a certain number of fuses in an electrical panel.
These are just a few ideas that I think would fit in. Thanks again for the great support and keep up the good work!
@jsanzs Glad to hear your issue has been resolved.
And thank you as well for your suggestions. I’ve moved them to this topic, as this is where we usually review and track all suggestions.
I'd have a small sugestion regarding next update - FALL DAMAGE. Its one of those little mundane & obligatory implementations everyone hates 🤣
@commancho It could be a great suggestion, by the way 😀 , maybe it could be added as an optional system that the developer can enable or disable.
I would like to also talk again about retargeter for zombies. I'll be honest, retargeting is one of the things I simply hate. I'd like to point out that the way you've created the player character's blueprint with the UEFN standard is very high-class. I have many different templates from different creators, but I've never seen such a good retargeter. Everything works. I've tried dozens of skeletal meshes from diffrent sources and I never had a single incorrect result, twisted bones or whatever, and it would be simply wonderful if you created something like this for BP_AIZombie.
There are simply so many great tools for creating unique metahuman and zombie animations for the UE5 framework that a retarget like this is a must-have for indie developers. I even tried to copy the solutions you used for the player's character, unfortunately with poor results so far. It looks like I'll have to dedicate days to this, but I have no other choice. I can't imagine a better zombie workflow than a metahuman. The fact that I can create a realistic character in minutes, then quickly transform them into a zombie using materials and blendshapes without paying for additional tools or spending hundreds of hours in Blender is simply fantastic and invaluable.
@commancho Thank you for your suggestion. I completely understand what you mean. Our current plan is to switch the default zombie characters to the UE5 skeleton. However, regarding a retargeting system for zombies, I agree with you; it could be very helpful for developers who want to create their own zombie characters more easily using MetaHumans.
Hello friends!
I'm not sure if there was such a discussion on the forum (I might have missed something), but still.
This will be about the map navigation system.
In Silent Hill 2 Remake, when visiting dead ends on the level, the main character marks these places on the map, so the player won't forget about them.
The same happens when updating information, reading a note, or watching a cutscene, and the information on the map can be marked with "question" symbols, "crosses," and others.
It would be great to implement a function that can be called after a certain event (reading a note, cutscene, dialogue, etc.), which would update the information on the map and add new symbols.
It would also be great to mark a specific location on the map where the player needs to go (if necessary). What do you think about this idea?)
@rozhkovskyproduction Thanks for the suggestion! I actually really like this idea. 😊
The only thing I'm thinking about is that the current map system in the framework is more inspired by the RE style, while this feature is much closer to the Silent Hill approach... Because of that, I'm not sure every developer would want this behavior by default?🧐
hmm, I think it could work well if it were implemented as an optional feature that can simply be enabled or disabled with a boolean setting?
I've added it to our review list for future updates. If anyone else has thoughts on this feature or additional ideas, I'd love to hear them 😊
@hosna Yes, that's a great idea! If you make this feature optional by default, developers will be able to customize the system to their specific project. In my opinion, you've done an excellent job by combining elements from both Resident Evil and Silent Hill, and it works really well. However, if you allow developers to switch between these styles, it would greatly enhance the framework. I also noticed that you have a new inventory system planned in your roadmap. I assume this is also related to the Silent Hill style.)
@farshad Its just very convinent to have RTG in the template during prototyping. I don't run a version control during prototyping, just testing new mechanics on a fresh template, writing down the notes and wiping it. I've done already a simple retargeter from UE4 zombie to UE5 and it was easy, but not as convinent as having one blueprint for all inside the template 🙂
Hello!
First of all, I want to say that the Modern Survival Horror Framework is absolutely incredible. It fits perfectly with my project, which is a first-person survival horror game inspired by Resident Evil 7 and Resident Evil 4. In my opinion, this is the best horror framework available on the Marketplace.
I'd like to share a few feature requests that I believe would make the framework even more complete:
- Explosive barrels
- Crows
- New weapons such as grenade launchers, flamethrowers, magnums, rocket launchers, and submachine guns
- Explosive grenades and flash grenades
- Explosives scattered throughout the environment
- Environmental traps
- Emblem/key doors
- Mechanism-based doors
- Gates
- Doors that require levers to open
- Doors that require solving puzzles
- Fuse-based doors (for example, inserting three fuses into an electrical panel to unlock a door)
- Doors that open sideways or vertically, similar to those in Dead Space
- Power panels that control electricity for entire sections of the map
- An opening gameplay cutscene
- A cinematic sequence featuring a dead animal, similar to the one in Resident Evil 4 Remake, to help establish the atmosphere and tension from the very beginning
Features like these would make the framework even closer to the classic survival horror experience and would provide developers with even more creative possibilities.
I also want to say that it's easy to see the love, passion, and dedication you've put into this project. The attention to detail and the quality of the work are outstanding. You truly deserve all the recognition you're receiving for creating what I believe is the best survival horror framework on the Marketplace.
Thank you for all your hard work, and I can't wait to see what you create next!
