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Macabre News

Dev Update 06

This week in macabre

This week's update includes new features such as a UI looting widget, AI monster spawner, and improvements to the Atomic Space Shifter functionality. There are also bug fixes and work on the backpack system. In addition, there were updates to the game's cinematic shots and animation.

Features
  • Added UI Looting widget
  • First Pass Audio UI looting
  • First pass Looting Hover States
  • Main Menu Backdrop
  • Temp Music
  • Temp Intro Stinger
  • Intro Map Title
  • Changes to Looting outlines
  • added banjo lines to demo
  • Added initial atomic space shifter functionality
  • Added quick switch to atomic space shifter.
  • Added initial atomic space shifter additive animation
  • Added AI monster spawner
  • Added Atomic Space Shifter to initial inventory
  • Added prototype radial menu
  • Soundscape Placement (Crude)
  • Temp Dialogue in space shifter WIP
  • Added generic switch component
  • Edited InventoryItemListEntry to route click through blueprints
  • Added start of new backpack architecture
  • Continued work on backpack system
  • Transferred UI components to backpack system (currently not set up for looting though)
Bugs
  • Fixed craft result not showing indicator
  • Fixed looting progress indicator using root component (now uses interact sphere)
  • Fixed looting outline box alignment
  • Fixed various collision issues
  • Fixed atomic space shifter hand placement
Other
  • Added new render flow. finalized blocking of all cinematic shots
  • Animation Cleanup for shot 01,02, 03, 03a,07 and 11


Dev Update 05

This week in macabre

This week's update includes new looting functionality, improved inventory transaction efficiency, and bug fixes for audio and AI logic. Additionally, progress has been made on 3D artifacts, fragments, and the atomic space shifter concept, as well as finalizing blocking on cinematic shots. Here's the full list:

Features
  • Loot container outline demo now works with proximity
  • Looting radial indicator added
  • Started work on looting UI functionality
  • Refactored inventory for a more unified approach to stackable items
  • Soundscape Volumes added
  • Soundscape Palletes and Colours added
  • River spline implementation Audio / Boundary
Bugs
  • Adjustments to boundary .cpp and .h for audio component
  • Reception AI Logic fix
Other
  • Concept of Atomic Space Shifter complete
  • 3D on Artifacts finalized
  • 3D on Fragments finalized
  • 3D on Atomic Space Shifter begun
  • Finalized blocking on Cinematics shots.


Dev Update 04

This week in macabre

We've added new features, such as throw animations, crafting, and new monster animations, as well as fixed bugs and updated the Steam page and artwork for Macabre.

Features
    • Implemented Audio trigger boundary spline
    • Added New sublevels for demo
    • Added Boundary for stage 2 demo
    • Improved Trigger volumes demo
    • Marked possible loot locations
    • Created Radial Loot Progress Widget
    • Added new smoother crawler walk cycle
    • Added Lyra Settings page
    • Added bindable keyboard actions to settings
    • Validated mouse/gamepad sensitivity and added inversion settings
    • Basics of looting implemented
    • Added loot container outline functionality
    • Blockout for Lodge Balconies
    • Blocked Out AI path temp
    • Adjusted Flashlight values
Bugs
    • Various Demo level fixes
Other
    • Finalised blocking shot 05 hero trailer
    • Finalised blocking shot 07 hero trailer


Dev Update 03

This week in macabre

This week, progress was made on setting up animations and behaviours for the crawler enemy, integrating pick-up components and seeker C into the demo, and fixing build and compile issues for non-editor builds. Additionally, various demo sublevels were worked on, and packaging settings were configured for playtesting.

Features
  • Added Animation Cue for Crawler vocalisation
  • Added Animation Cues for Crawler footsteps
  • Added Crawler animation notifiers
  • Demo Lodge sequence runtime sublevels
  • Integrated Pick up components and seeker C into the demo
  • Added out-of-bounds spline actor
  • Added Player Bounds Spline
  • Added Sensors to Demo Ecolodge sublevel
  • Added Sublevel stream Demo Interaction Whitebox
  • Temp AI controller changes.
  • Deployed map bounds into demo subclass PlayerState so ability sets can be added to specific classes (either player or AI)
  • Set up ability blocking tags for ability tag volumes
  • Set up crawler behaviours to work with animation
  • Split up default player state into base class AbilityState and player
  • Set up packaging settings
Bugs
  • Disabled TSR and reverted to DX11
  • Fixed build on Unreal Engine 5.1.1
  • Fixed compile issues for non-editor builds



Macabre Official Gameplay Teaser 01

https://www.youtube.com/watch?v=jaXFFfhuGEA