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Pradera News

Final Look of the Meadow Level

[p]Hello everyone, [/p][p]Today we’d like to share the final look of the meadow level. We’ve added new elements and refined several smaller details to enhance the overall atmosphere.

[/p][p]Thank you very much for reading. If you like what you see and would like to support the project, adding Pradera to your wishlist helps us tremendously.[/p][p] [/p][p][dynamiclink][/dynamiclink] — itandfeel [/p][hr][/hr]

Designing Doors That Don’t Break Immersion

[p]Hello community,[/p][p]We hope you’re all doing very well.

Doors in video games may seem like a small detail, but they can actually be quite challenging to get right. There are many factors to consider—collisions, animations, movement flow, and, most importantly, how they impact the player’s experience. Because of this, there are times when it’s necessary to prioritize gameplay over realism.
[/p][previewyoutube][/previewyoutube][p]Thank you very much for reading. If you like what you see and would like to support the project, adding Pradera to your wishlist helps us tremendously.
[/p][p][dynamiclink][/dynamiclink]— itandfeel [/p][hr][/hr]

A New Look for the Prison Level

[p]Hello community,
[/p][p]We hope you’re all doing very well.[/p][p]This time we wanted to let you know that we’ve redesigned the prison level. While the previous version was functional, it never fully convinced us, so we decided to take the opportunity to rethink parts of its structure and overall look. Below you can see a few screenshots of the new version.[/p][p]
[/p][p]Thank you very much for reading. If you like what you see and would like to support the project, adding Pradera to your wishlist helps us tremendously.[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][p]— itandfeel [/p][hr][/hr]

Clarice's Apartment

[p]Hello everyone,[/p][p]In this update, we’d like to share a few images from Clarice’s apartment. At first glance, it appears to be a warm and quiet refuge, a place where nothing could possibly disturb the calm. But appearances can be deceiving.
[/p][p]As the story unfolds, this ordinary space will slowly transform into something unsettling. Shadows will stretch longer, corridors will feel heavier, and every corner will begin to whisper what was meant to remain hidden.
[/p][p]What seems like home today… may soon become something else entirely.[/p][p][/p][p]Thank you very much for reading. If you like what you see and would like to support the project, adding Pradera to your wishlist helps us tremendously.
[/p][p][dynamiclink][/dynamiclink]— itandfeel [/p][hr][/hr]

Pradera Progress: Smoother Interactions

[p]Hello everyone, [/p][p]Development continues steadily on our upcoming psychological horror experience, Pradera. In this entry, we would like to share several recent improvements to the interaction system, including a fully customizable proximity indicator with smoother and more responsive visual feedback.
[/p][p]We have also introduced a new document-reading component that integrates directly with Not Yet: Dialogue Plugin System. This allows us to maintain a single, centralized source for all narrative content, streamlining both implementation and future localization efforts.
[/p][p]In addition, we refined the pick-up and drop animations for lamps, carefully reusing and adapting the workflow previously developed for the walkie-talkie and flashlight. The underlying functionality is implemented using Unreal Engine’s Gameplay Ability System (GAS), ensuring modularity and long-term scalability. [/p][p][/p][previewyoutube][/previewyoutube][p]Thank you very much for reading. If you like what you see and want to support us, adding Pradera to your wishlist helps us a lot.

[dynamiclink][/dynamiclink]- The itandfeel Team[/p][hr][/hr]