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💡 Feature Requests – Modern Survival Horror Framework

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Farshad
(@farshad)
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Joined: 8 months ago
Posts: 491
Topic starter  

@fabio Hello! Welcome to the community! We’re really happy to have you here.

Thank you so much for choosing our framework for your project, and also for your kind words. It truly means a lot to us to hear that the framework fits your vision and that you’re enjoying using it.

We’re continuously working on improving existing features and adding new systems based on the feedback, ideas, and interests of our community.

You’ve suggested some really interesting ideas, especially for expanding the classic survival horror experience, and I’ll add all of them to our feature review list for future consideration. We’ll carefully consider the ones that align with the overall direction and vision of the framework.

Thank you again for your support and for taking the time to share such detailed feedback. We’re excited to have you as part of the community, and we look forward to seeing what you create with the framework!


This post was modified 2 months ago by Farshad

   
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(@g4bri3lknight)
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Hello, I’ve been using your framework for a few days now and I’m really enjoying it — you’ve done a great job. I’m not sure if this is the right section of the forum for suggestions, and if not, I apologize in advance. I’m new here and my suggestions have probably already been made by others, but I’ll list them anyway:

• The RE Remake-style inventory is perfect, but one thing I’d add is automatic stacking of items when picking them up, or, when transferring items to/from the storage chest, the ability to choose the quantity to transfer.

• For zombies:

I’d add a random “fake death” mechanic based on a settable percentage, which makes them get back up after a certain amount of time.

A settable headshot percentage for each weapon would also be a great addition. I’d also add the possibility to “wake up” a zombie tied to a trigger, along with a corresponding get-up animation.

Finally, a purely cosmetic touch that would still have a nice impact: a blood pool that gradually spreads under the zombie upon death.

Thanks again for this fantastic framework — keep up the great work!


This post was modified 2 months ago by G4bri3lKnight

   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 459
 

@g4bri3lknight Hi,

Thank you so much for taking the time to write such detailed message. These are all excellent suggestions, and I've added them to our evaluation list for future updates.

I'm really glad to hear you're enjoying the framework 😊

Also, if you like to support the project even more, we'd really appreciate it if you could leave a quick review on the FAB product page. It takes less than a minute, but it helps the product stay visible on the marketplace and supports our ability to continue improving it with future updates 🙂 

Thanks again for your amazing support!


This post was modified 2 months ago 4 times by Hosna

   
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(@g4bri3lknight)
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Joined: 2 months ago
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@hosna

Just wanted to let you know I left a 5-star review — happy to support the project after such a positive experience with the framework and the support here!



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 459
 

@g4bri3lknight

Thank you so much! 😊 That really means a lot to us. We truly appreciate your support and kind words. If you have any questions or need any assistance, don't hesitate to reach out


This post was modified 2 months ago by Farshad
This post was modified 2 months ago by Hosna

   
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(@g-gamerdevtim)
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Joined: 3 months ago
Posts: 5
 

Hey Darksilver Games, 

I have been thinking a lot about the survival horror mechanisms that made the original RE games great. One mechanism I have seen no where else is the breakable handle. In RE1 you literally had to take a different pathway because the handle breaks off if you use the same "Safe Route" too many times. Allowing a door knob to break based on usage count would be amazing. 

Also do we currently have an active patrol setting for enemies where we can have them patrol around a courtyard back and forth? I remember in RE2 the lickers would patrol areas on repeat forcing you to brave a tight area, it makes the world feel a lot more alive than a static enemy sitting in place. 

Cheers,

Tim 



   
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(@fabio)
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Joined: 3 months ago
Posts: 28
 

Thank You for This Amazing Framework

I left a 5-star review on the product page because I genuinely wanted to express how impressed I am with this framework. The quality, attention to detail, and constant improvements have made it one of the best investments I've made for Unreal Engine development. I'm truly excited to see how it continues to evolve with future updates.

I have a couple of small suggestions that I believe could make the framework feel even more immersive and polished. It would be fantastic if doors, drawers, and cabinet doors could also be closed instead of remaining open after interaction. Small environmental details like this can make a big difference in creating a more professional and believable gameplay experience.

Another feature I'd absolutely love to see is a classic pump-action shotgun inspired by the one from Resident Evil 4 Remake.

Thank you for all the hard work, dedication, and continuous support. It's clear that a lot of passion goes into this project, and it really shows. Please keep up the incredible work you've created something truly special, and I'm looking forward to every future update!


This post was modified 2 months ago by Fabio

   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 459
 

@g-gamerdevtim Hi Tim,

Thanks a lot for the great suggestion ... That's a really unique mechanic, and I can definitely see why you'd like to have it 😊 We have plans to introduce unique gameplay features like this if possible through future add-ons, and I've also added it to our framework feature review list so we can properly evaluate it as well.

Regarding your question ... yes, this is already supported. Simply place BP_PatrolPath in your level, set up its spline to define the patrol route, then assign it to your AISpawner. The spawned zombie will patrol along that path.

Thanks again! 


This post was modified 2 months ago 2 times by Hosna

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 459
 

@fabio Hey Fabio,

Thank you so much for your review! It truly means a lot to us, and we really appreciate you taking the time to leave a review... I am very happy to hear that you're enjoying the framework. 😊

Your suggestions are great... The cabinet and drawer interaction improvements are actually already under review, and there's a good chance we'll add the ability to close them in a future update... I also really like your suggestion about adding a classic pump action shotgun inspired by RE4 Remake. I've added it to our feature review list for evaluation. If we decide to add it, we'll first need to find a high-quality placeholder model with matching animations.

We're huge survival horror fans ourselves, just like many of you, and that's exactly why we tend to be a bit obsessive about these little details. 😀

Thanks again for your support and kind words... Feedback like yours keeps us motivated to make the framework even better!


This post was modified 2 months ago 4 times by Hosna

   
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(@rozhkovskyproduction)
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Joined: 5 months ago
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hello! I recently replayed Silent Hill 2 remake and noticed an interesting detail:
there are locked doors in the city that never open. However, when the player approaches them, the game still displays an animation of trying to open the door (even though the door itself does not move).

Suggestion:
create a trigger zone based on the logic of a closed door. This trigger will only cause the game to display an animation of trying to open the door, but it will not cause any additional effects.
in this way, permanently locked doors on the map will be regular static meshes, and the trigger zone will be placed separately in the desired location, which is good for optimization in my opinion.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 8 months ago
Posts: 491
Topic starter  

@rozhkovskyproduction Thanks for the suggestion! 

My perspective is that the existing Door actor can already be used for this by simply setting it to a locked state. In practice, this has very little impact on performance unless you're placing an extremely large number of doors.

From what I can tell, Silent Hill 2 Remake also appears to rely on level streaming. Large sections of the map, including potentially hundreds of doors, are unloaded when they're outside the player's relevant area, which helps keep the runtime cost low.

That said, I can definitely see the value of having a lightweight interaction trigger dedicated to permanently locked doors, especially for certain workflows. I'll keep this idea in mind while planning future updates. Thanks again for taking the time to suggest it!



   
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6f43f0156e2e3cbee8213015e3458701
(@fabio)
Eminent Member
Joined: 3 months ago
Posts: 28
 

I'd like to share a few suggestions that I believe would make the AI system even more complete and versatile.

AI States

I would love to see the following AI states added:

  • Idle
  • Patrolling
  • Wandering
  • Reaction when detecting the player
  • Chasing
  • Searching after losing sight of the player
  • Investigating after hearing a sound
  • Being hit
  • Fleeing

AI Perception

I would also like to see a proper monster perception system with the ability to detect:

  • Vision
  • Hearing
  • Damage

I'm requesting these features because they would allow us to create much more advanced and dynamic enemies, including bosses with more interesting and believable behaviors.

Movement & Animation

I would also love to see:

  • Turn In Place — so the AI can turn in a more realistic way.
  • Foot IK — so the AI can walk up stairs and ramps more realistically, with proper foot placement.

I'm really excited to see the improvements coming to the FPS version. This year, I want to release the trailer for my game, and I'm using this FPS framework as the foundation for my horror game.

I hope my suggestions can contribute to the development of the framework. I would really love to see these features added to the framework in the future.

Thank you for all your hard work, and I'm looking forward to seeing what comes next!



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 8 months ago
Posts: 491
Topic starter  

@fabio Hey Pedro, thanks a lot for your suggestions and feedback! I’ve added them to the list for review and evaluation, and I really appreciate you taking the time to share your ideas.

Just a few notes: the framework already includes some of the AI features you mentioned, such as Idle, Patrolling, Roaming, Chasing, Investigating after hearing a sound, as well as Vision and Hearing. However, there is always room to expand and improve these systems further 😀 

Regarding the FP mode update, we plan to focus on improving its overall features and functionality over the next few updates. We also want to bring some of the features that are already available in the TP mode to the FP Mode, and then continue adding new features on top of that. So overall, improving the FP mode will be an ongoing process that will take place across several updates.

We’ll share more details and updates about the FP mode as development progresses. Thanks again for your feedback and support; I really appreciate it!


This post was modified 2 months ago by Farshad

   
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(@fabio)
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Joined: 3 months ago
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Hello @farshad,

Thank you very much for taking the time to reply and for adding my suggestions to the list for review and evaluation. I really appreciate it!

I understand now that some of the AI features I mentioned are already included in the framework, such as Idle, Patrolling, Wandering, Chasing, Investigating after hearing a sound, Vision, and Hearing. That's great to know! My intention was mainly to suggest ways to expand and improve these systems even further, especially to make it possible to create more advanced enemies and bosses.

I'm also very happy to hear that the FP mode will continue to receive improvements and that some of the features already available in TP will be brought to FP. That's exactly what I'm hoping for, since I'm building my horror game around the FPS version.

I'm really excited to see how the FP mode evolves over the upcoming updates. I'm looking forward to seeing what you come up with!

Thank you again for listening to the community and for all the hard work you are putting into the framework. I'm happy to contribute with ideas and feedback whenever I can. Keep up the amazing work!



   
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(@g-uncleray)
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Joined: 2 months ago
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@farshad  Hi.can inspect system support mouse control(eg,right button:reset,middle up/down:zoom in/out, left button:rotate ) in future update?



   
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