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[Sticky] Updates & Changelog – Modern Survival Horror Framework

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(@fabio)
Eminent Member
Joined: 3 months ago
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@g-uncleray, the structural design of Resident Evil 7 is, in my opinion, one of the best approaches for horror games. Let’s see what the developers decide to do to address this.


This post was modified 6 days ago 3 times by Fabio

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 461
 

@fabio Thank you, Fabio! I really appreciate the detailed and helpful feedback ... and the video example makes your point very clear.

Yes, I agree that separating shooting from aiming is an important feature, especially for developers aiming for a first-person survival horror experience similar to Resident Evil 7.

We are currently looking into adding a non-ADS shooting mode that allows the player to fire quickly without having to hold the Aim button, while ADS remains available for more precise aiming.

This is something we can to address during the v0.5.x update series ... Thanks again for bringing this up and for the useful reference 😊 



   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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Joined: 5 months ago
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Regarding the comment above. Good point, but I’d like it to be optional.
Personally, in my project, I see a system similar to the one in Silent Hill or Resident Evil 4.
Even if the player has a weapon equipped, by pressing the left mouse button, the character attacks with a melee weapon (if they have one). And similarly, when aiming, you can shoot with the current weapon.
This approach allows for dynamic close‑combat without having to switch weapons when the enemy gets too close. It also simplifies the process of exploring locations. With melee weapons, you can break open crates and finish off prone opponents, and in my opinion, this is very important for game design.


This post was modified 6 days ago by RozhkovskyProduction

   
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criss1818
(@criss1818)
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 @hosna this would be amazing if the character can manage a closed combat attack without equipping the weapon from the slot in third person!

I suggest to think about this features,also maybe you can manage this with the new inventory system? It will be no based grid ?

Since there is only one close combat weapon for now it would be much more easier to implement or think about it in the next updates,so basically if the player already had it he can perform the combo.

Also is the stalker enemy still the main priority on the 0.6 besides the other new features? Can't wait for it!

 I saw a comment on the youtube channel,I dont know if I have understeand it but is the framework going to 0.6 directly on 1.0? 

If so,please considering to also think about the locomotion graph on the state machines beside the possibilty of using gasp for the 0.6 or in these smaller updates upcoming


This post was modified 6 days ago 4 times by criss1818
This post was modified 5 days ago 4 times by criss1818

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

 @hosna Thank you very much for understanding my point and for considering this feature!

This is exactly the type of shooting system I was hoping to see, especially for developers who want to create a first-person horror game inspired by Resident Evil 7.

I really appreciate you considering it for the v0.5.x updates. I’ll definitely be looking forward to seeing how it develops. 😊



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 461
 

@rozhkovskyproduction Yes, we'll make this optional. However, this feature will only be for First-Person mode.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 461
 

@criss1818 Do you mean something similar to the melee attack system in Silent Hill 2 Remake, where you can perform a melee attack without manually equipping the weapon first? If so ... I think that could be a good idea, especially if we add it as an optional feature!

The second alternative inventory system will not be grid-based. We will share more information about it later... We are still evaluating the system, so some aspects may change before it's finalized.

about the AI stalker, Yes, the it is definitely one of the planned features for v0.6.

And yes... you understood correctly. After 0.6, the next major update will be v1.0, which will officially bring the framework out of Early Access.

As for the State Machine system, it will most likely be included in v1.0 alongside Motion Matching.



   
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criss1818
(@criss1818)
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Joined: 5 months ago
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@hosna exactly! Even if you have the pistol equipped you can perform a melee attack "hiding" the pistol and show visible the melee one. It could be a really good option to make optional. Sounds good! The 1.0 updates will be mostly manual without creating and migrate to a new copy?

 



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 461
 

@criss1818 Yes, sounds a great idea! After v1.0, along with the standard fresh-version updates, we will also add manual update guides to website for each update (e.g. v1.x.x), with images to help you easily apply the changes manually.


This post was modified 4 days ago by Hosna

   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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Posts: 41
 

@hosna Hosna, please also take into account certain specific features of this melee combat mode:

- Melee weapons no longer need to be equipped; they are automatically set to the melee attack option when picked up (even if we have a weapon equipped).

- Melee weapons can be used to break crates containing ammunition. Accordingly, make it possible to optionally break crates using a knife.

- Melee weapons must be used to finish off prone monsters.

 

It would also be great if you add the following updates to the combat system.:

- When selecting a weapon, it is automatically placed in a shortcut (for example, a pistol can be placed number 1, a machine gun number 2, etc. The player, in turn, can change the shortcuts himself if desired during the game, but with the initial selection the weapon already has its own slots. (if the current shortlist is busy being selected, any available number will be assigned to it)

- A system for dodging monster attacks is needed.

- A system for automatic aiming when playing with a gamepad is needed.

 



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 461
 

@rozhkovskyproduction Thanks a lot for all the suggestions and for taking the time to explain them in detail ... I have added these points to our list so we can review and consider them for future updates 😊 

Just one thing regarding breaking crates with melee weapon... you can actually already break the crates using the current melee weapon, the Pipe. Have you tried it? It should work with the existing system.

Thanks again for the feedback!



   
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