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Macabre News

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

Dev Update 02

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
  • Added preliminary throw animation
  • Added additional tag volumes for throw
  • Added basic crafting systems
  • Added preliminary crafting framework
  • Added crafting demo to prototype level
  • Added new monster attack animations - SwipeLeftToRight, SwipeRightToLeft
  • Added new monster emotes - Laugh, intimidate, smile, Roar, Dizzy, Stunned, Scream
  • Added new collision shapes to monster character
  • Added new animations to monster locomotion system
  • Added player-controllable monster
  • Added sound cues for player footsteps
  • Added sound cues for monster footsteps
  • Added basic behavioural tree to AI
Bugs
  • Made simulated objects not collide with pawn
  • Fixed throw trajectory
  • Fixed loading crash in demo
Other
  • Created gameplay Teaser 01
  • Revised Steam page
  • Revised game Artwork

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

Dev Update 01

This week in macabre

Features:
  • Added cancellable abilities
  • Added scan VFX to seeker C
  • Added random spawner component for artifact spawning
  • Added stages with different scan speeds and materials to Seeker C
  • Added throw visualisation
  • Added torch toggle and overdrive
  • Allow pickup definitions to be dragged directly into the level
  • Created a new animation instance hierarchy, ready for monster animations
  • Edit seeker target tag on instanced actors
  • Enabled null online subsystem for debugging
  • Equipment is now always viewed (instead of bound to a key)
  • Made radial scan RPCs reliable
  • More flexible equipment viewing system
  • Nativised radial scan for modifications
  • Refactored stamina regen to health set tick
  • Seeker C now only displays artifact location when scan hits the artifact
  • Seeker C now scans in correct direction after drop and pickup
  • Seeker C VFX now on click, not automatic
  • Tickable equipment instances (default not ticking)

Bugs:
  • Fix unequip not being called on client
  • Fixed blipper crash on endplay
  • Fixed character network prediction error
  • Fixed client initial rotation bug
  • Fixed crash related to initial inventory
  • Fixed interaction line trace
  • Fixed item pickup on client
  • Fixed rift placeholder load error
  • Fixed scan VFX not running initially
  • Fixed torch action replication