@g-uncleray That’s a good suggestion! I think we’ve actually considered something similar before. I’ll check it and if it hasn’t already been added, I’ll put it on the list for further review and evaluation.
Maybe in a future update we could add it as an alternative control scheme, or even as a hybrid option alongside the current system.
Thanks for the suggestion! 👍
Hello! I would like to suggest something on the inventory system,it's also possible to think about an inventory based on tabs? Like god of war or the sinking city for example,with L1 and R1 (controller inputs) you can basically go trought some categories like weapons,notes (and maybe other collectibles),map? It would be an all in one inventory,so it will be more confident and easy to navigate.
I also saw the more focus on support from 0.5 for the ue5 skeleton and metahuman on enemies,looks a really great idea!
@criss1818 It’s a good suggestion, Cris. It’s just a bit more specialized, specifically in terms of how much of this inventory model, and which parts of it, could actually be useful and scalable for the survival horror genre. But I think taking inspiration from some of its functions could be very helpful 😀 We’ll think about it. Thanks again!
@g-uncleray Yes, it’s a great idea! We’d just need proper Finisher animations. If we can get suitable animations without any licensing issues, we’ll definitely consider adding it. Otherwise, we may implement it with placeholders, as we did with Grab & Bite.
I’ll add your idea to our internal list for review. Thanks for the great suggestion!
I think used animation from fab paid asset is ok,just don't be included in MSHF,if who need finish system, they just buy the finisher animation from fab.@g-uncleray Yes, it’s a great idea! We’d just need proper Finisher animations. If we can get suitable animations without any licensing issues, we’ll definitely consider adding it. Otherwise, we may implement it with placeholders, as we did with Grab & Bite.
I’ll add your idea to our internal list for review. Thanks for the great suggestion!
Hello! Will the enemy stalker also be compatible with the ue5 skeleton and metahuman ones? I would also like to suggest to add some scripted-blueprints events (take an important object or arrive at one crucial point) and make the stalker appear when one of these two is completed. It will also function with a sight system? Since is mostly different from the normal enemies.
Also,do the pushable enviroment objects will work with a widget icon with the interact input hold? More like re2 remake right?
@criss1818 The Enemy Stalker considered for 0.6 is compatible with the UE5 Skeleton, and if you’d like, you can retarget the Blueprint and use it with a MetaHuman as well...Your suggestion about adding these events is also a great idea. I’ll look into it.
As for the pushable objects, yes, we have something similar to the system in the Silent Hill 2 Remake in mind 😊
@hosna thank you! I saw the roadmap for 0.5 that is coming soon,that's great! I would also suggest a switch boolean between GASP and Locomotion States inside maybe the ABP for the next updates! For the stalker,it will be awesome to stun him if he get an amount of damage,and then get up keeping Following the player until he is out of sight or enter inside a save room.
@criss1818 Thanks for the great suggestions!
Yes... We are currently evaluating the possibility of adding a switch between GASP and Locomotion states in a future update and the Stalker stun idea is awesome ... The good news is that we’re already seriously looking into it, and there’s a good chance the Stalker will have a stun state in a future update 😊
Hello. I am enjoying using GameTemplate. I will soon send you a demo of my game or a link to the video
@dark-d3sert Yes, adding a partner could be a very valuable feature. Thanks for the great suggestion! I’ll add it to our list for further review and evaluation 😊
Hello, Hosna! I’ve tested the new version of the framework and would like to thank your team for listening to the community and developing the project! I’d like to suggest paying attention to the features that would further improve the quality of the framework.
1. Displaying the interaction button in the widget (instead of a dot) I believe it is necessary to implement the display of the interaction button when we can pick up an item or weapon (given that we can play using a keyboard or a gamepad, the system should also take this into account), + the player can change this button in the control settings. This applies not only to picking up items but also to any other interactions. Globally, we need to set a good style.
2. Add a climbing widget. I tested the system by disabling the jump. And indeed, it works like in Resident Evil: the player doesn’t jump, but they can climb walls and jump over obstacles. I believe it’s necessary to add an interaction widget for objects that can be grabbed (optional) for those developers who will disable the jump in the project, leaving only the ability to climb.
3. Advanced map features.
I’ve already described my suggestions for how the map could be improved, but I’ll write it again with a few new proposals.
Optional:
- On the map, a symbol marks the locations — dead ends — that the player has visited.
- On the map, the current location the player needs to reach is marked.
- Add exploration zones to the map. In the style of Resident Evil, divide the map into sections, and the places where loot hasn’t been collected will be shown in red. Areas where all the loot has been collected will be white.
Overall, it would be great if you could create a tutorial in the future that explains how to add your own extensions to the map logic. It would be very useful for developers to be able to expand the capabilities to suit their own tasks.
@rozhkovskyproduction Thank you so much for taking the time to share all of these suggestions with us! As always, they are very useful. I will add your new points you mentioned to our list for review.
We always try to listen to the community and take your feedback into consideration. Some features may take longer to make their way into the framework, as we need to make sure that every new system we introduce works well with the existing systems and doesn’t create conflicts or bugs elsewhere.
Of course, some very specific or unique features may not be added directly to the framework, as they may be better left for individual developers to implement based on the specific needs of their projects.
Your suggestion about providing more tutorials and explanations on how developers can extend or customize systems like the map is also a very good point. We’ll definitely keep that in mind for future tutorials and documentation.
Thanks again for the detailed feedback and for helping us improve the framework!
