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Dev Update 09

You probably noticed we've been a bit quiet the past few weeks. Something truly incredible happened. The PC Gaming Show selected us to showcase our reveal trailer at this year's event. Much of our effort shifted to finishing our trailer, and our dev updates fell to the side. We're thrilled about this opportunity and will share more exciting details in an upcoming dev blog. Thank you for your understanding, and stay tuned for more exciting news!

This week in macabre

Over the past few weeks, we have been hard at work implementing exciting updates. These include new fast monster animations, improvements to the equipment hand IK system, and the addition of a pause menu. We have also enhanced the snow shaders with realistic footstep effects and made significant updates to environmental dressing for a more immersive world. Additionally, we've introduced Banjo materials and clothes, along with a new UI for the phone, Atomic Space Shifter, and Seeker C.

Features
  • Added fast monster animations
  • Equipment Hand IK updates
  • Added pause menu
  • Snow shader update & snow topping material preset added
  • Player and monster footsteps now appear in snow
  • Updated Space shifter rig and materials
  • Added Banjo Materials including gold markings
  • Added Banjo Clothes
  • Modified atomic space shifter to use new UVs, and lined up existing screen textures
  • Added UI to phone, Atomic Space Shifter, and Seeker C
  • Integrated CRT effect into space shifter screen
  • EcoLodge & Carpark Environment Update
  • Added base radial menu functionality
  • Added various environmental VFX
  • Added Signal Flare
Bug Fixes
  • Various fixes to IK system when holding equipment
Other
  • Cinematics Animation Cleanup - Shot 01, 04a, 04b, 05, 06, 07, 08a, 08b, 09, 10, 11
  • Various location and dressing tweaks
  • Eco lodge & Reception environment update, along with some material enhancement
  • Reveal Trailer finalized and rendered ready for PC Gaming Showcase.
  • Revamped Steam store page, updated key art, and added new screenshots.



Dev Update 08

This week in macabre

This week, we improved our looting system by adding the take-all and swap functions. Additionally, we added new UI elements and added network replication. We also updated the snow shader for better footstep sounds and did some animation cleanup and environmental dressing.

Features
  • Added take-all functionality to the backpack system
  • Added all transaction screen close conditions (F, esc and walking away).
  • Added replication code to ensure only one player can loot a container
  • Added swap functionality
  • added looting UI elements
  • Modularised the interact-progress indicator code to be used in non-loot abilities.
  • Updated snow shader; player footsteps now appear in the snow.
Bugs
  • Fixed issue with KeyUp event routing in UI
  • Silenced warnings on first-person character example of luggage assets
  • Refactored alerts to be more flexible.
Other Various environmental dressing
More animation cleanup



Dev Update 07

This week in macabre

In this update, we've made significant progress on improving the game's UI and UX by transferring UI components to the backpack system and adding front-end UI/UX on the game menu and entry flow. Additionally, there were bug fixes to the backpack system, and loot container functionality was improved for multiplayer. Other additions included environmental dressing and animation cleanup, and the reveal trailer sound mix and composition.

Features
  • Transferred UI components to backpack system
  • Front-end UI / UX on game menu / Entry flow / Fonts
  • Revisited demo tooltips, Space shifter, Lodge and Flashlight.
  • Added Temp Radio Hud icon
  • Connected UI to backpack system
  • Added loot container outline pulsing based on LineOfSight check
  • Added Ctrl-LMB action for transferring single items
  • Added looting block functionality for multiplayer (to prevent two players from looting the same container at once)
Bugs
  • Fixed some backpack system edge cases (including duping you cheeky devils)
Other
  • Various environmental dressing
  • More animation cleanup
  • Reveal Trailer sound mix and composition complete.



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.