Would you consider adding more functionality, such as a shader compilation screen, DLSS, FSR, frame generation options, etc., and selling it as an add-on? I would happily pay for it!
Once again, the latest update has been great! Thanks for all your hard work!
Thank you so much! Really glad you're enjoying the latest update!
Features like DLSS and FSR aren't generally available as standard built-in Unreal Engine features and usually require separate plugins and additional setup. But offering them as an optional add-on is definitely something we can consider and look into!
Thanks for the suggestion!
@criss1818 Yes... we’ve thought about this, and it seems like a really cool feature... If it gets confirmed, we’ll definitely add it to the roadmap.
It would be great to improve the note system. I admit, I lack the functionality for customization.
1. I would like to be able to increase the number of pages. Right now, we only select one page and can read it from both sides, but what if I want the hero to find a diary with 10 pages?
2. I noticed that in the inventory, when we read a note, we can’t switch pages with the mouse by clicking on the switch arrow (although the mouse works in the inventory with items); this is very strange.
3. The note menu in the inventory. It’s very disappointing that the player sees the note inspection menu with the option to turn the page only once during pickup. I would like to implement a feature where, when we’re in the inventory, we can see a list of collected notes. When we select a note, the inspection mode is activated again, where we can read it either from the texture or using a widget, and then return to the inventory at the same place where we started. (If you’re not planning to add something like this, it would be great if you could help with the implementation — at the very least, I’d like to know where the note inspection function is located and how it can be linked to the inventory.)
P.S. I understand that your team has a lot of updates planned, but I’d just like to know if you plan to refine the existing mechanics.
@rozhkovskyproduction Thank you for your great suggestions, as always! We really appreciate them.
I will add these to our list for review. Just reading through them, I can already see they’re definitely worth serious consideration.
Some of them may work better as optional features. For example, being able to enter the full 3D note inspection mode again directly from the inventory could be optional. The Resident Evil remakes don’t really use this approach, while Silent Hill 2 Remake does, so there are different ways to handle it... But it is definitely something we will think about.
For the upcoming updates... including v0.6, we’re still primarily focused on adding new features and systems. However, once we move toward the v1.0 update, we also plan to revisit and expand some of the existing mechanics and systems, adding more options and customization where it makes sense.
Thanks again for taking the time to share these suggestions, dear Rozhkovsky Production 😊
I would also like to add a suggestion for improving the item inspection mode during pickup.
Currently, in the framework, we can inspect weapons, notes, and important items.
I would like us to be able to inspect every item (including ammunition, first‑aid kits, and any other items) that we pick up for the first time, but the next pickup of an identical item type will be done using the classic PickUp animation.
We can also optionally add a Boolean variable for important items so that when we pick them up, we always enter the detailed inspection mode.
This way, the mode will become more structured, and the player will get used to the fact that if they enter this inspection mode, it definitely means they’re dealing with a new type of item.
Hi @farshad, I think it would be extremely useful to have a four-legged AI that is not based on a humanoid character. This would give us a solid foundation for creating non-humanoid enemies, such as creatures and monsters that move on four legs.
Having a system like this would greatly expand the possibilities for creating different types of enemies with unique locomotion and attack behaviors. I believe it would be a very valuable addition to the asset.
@rozhkovskyproduction Okay ... okay, that's a really good idea! Recently, we've been focusing more on adding different behaviors and features as optional settings, so developers can choose what best fits their own game without losing the existing functionality. This suggestion would fit that approach really well, so we'll definitely think about it.
For example, v0.5.1 will introduce optional RE7-style first-person firing, allowing you to shoot both with and without aiming.
This way, we can support different gameplay styles without taking anything away 😊 Thanks again for the great suggestion!
I would absolutely kill for notes that don't have to be inspected and can span more than one sheet of paper. Use case would be reading notes off of a computer, phone, etc. It looks like it's part of the classic survival horror template, but these style of notes have plenty of representation in the REmake games and other modern horror games. (Attached picture is from the Resident Evil 2 Remake) The inspection notes are cool and definitely have value/use, but being limited to two pages and having to go through the inspection of the note rather than getting straight to the contents can cause pretty quick player fatigue.
It's also been suggested before, but having the most recent note found being the top note on the list would be such a great QOL improvement.
Having an option to open a door with only a passcode would also be a nice QOL change for doors.
I know these are things that the end user could do on their side but it would be a major selling point to cover both bases.
Loving the template so far, It's really sped up development by cutting out out a few weeks of work with basic setup. Excited for the next two updates.
@chewchewlazergum Great suggestion! I have added it to our list for consideration... Making it optional with a simple boolean toggle would be a good approach, allowing developers to choose between the new style and the current inspection system.
Thanks for the feedback and kind words 😊
Hi @hosna! Please disregard my previous suggestion about moving inventory items. I just found the option to move the items using the Shift key in the inventory menu.
Sorry for the confusion, and thank you for including this feature! It's exactly what I was looking for. Great work!
Hi Farshad and Hosna,
I'd also like to request an optional aim assist system, mainly for controller players.
What would help most:
- Slowdown: lower look sensitivity while the crosshair is over an enemy
- Magnetism: a gentle pull toward the nearest valid target when aiming starts
- Adjustable strength, plus an on/off toggle in the Settings menu
- Separate settings for controller and mouse, with mouse off by default
- Optional head or body target priority per enemy
Thanks again!
Anas
Hi Farshad and Hosna,
I'd like to request an objective system for MSHF. A built-in one would make level scripting much faster and tie in nicely with the existing save, note and map systems.
What would help most:
- Objectives defined as data (title, description, optional sub-steps)
- Start, update and complete objectives from triggers, interactions, item pickups or Blueprint calls
- An on-screen notification when an objective is added or completed, plus a list in the pause or inventory menu
- Objective progress saved and restored with the existing save system
- Optional map highlight or world marker for the current objective
Thanks for all the work on the framework!
Anas
