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Dev Update 10

Recently, Epic hosted Unreal Fest on the Gold Coast. A few of us headed up to soak up the sun and the deep technical knowledge on offer. It was a fantastic event, and we met many talented Aussie devs working on some really cool projects. We've already implemented a lot of what we learned at the festival to streamline our processes, which has proven to be very useful.

Coming off the back of the PC Gaming Show, we've seen many new faces in our discord and experienced a significant spike in interest in the project. Multiple publications have written about Macabre, and a few creators are talking about us.

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After the show, we gained a lot of attention on BiliBili—a big welcome to all our new Chinese followers. Our trailer also went viral on TikTok, sparking another surge in wishlists from across the globe.

As of writing this post, Macabre is currently #434 in Steam's Wishlist charts, which is just absolutely mind-blowing. Thank you all so much for showing interest and supporting our project. We could never have imagined that Macabre would spark so many conversations worldwide; it's truly incredible. We honestly can't thank you all enough!


Earlier in the week, I provided context in Discord regarding why things might appear a bit slow on our end. Essentially, our core team consists of three people. We often collaborate with our freelance friends, who fill in the gaps and make cool stuff. Being a small team means we have to wear many hats! Apart from providing creative direction, I also handle community and marketing tasks. With everything that's been happening recently, it's been quite intense, so I haven't managed to stay on top of my regular updates. However, there has been plenty of development progress behind the scenes, which I'll delve into now.

This Week in Macabre
This week's update brings a significant number of enhancements and bug fixes to the game. Feature updates include implementing a throwable tag for equipment, a functional prototype extraction ability, and improved environmental assets like snow, rain presets, footprints, and foliage. The Atomic Space Shifter has been enhanced with new seeker mechanics. We've also made a series of bug fixes, from tool functionality to DX11 and DX12 packaging errors. In addition, we've added asset linter plugins and scripts to aid asset management. Other improvements include the enforcement of no redundant type name comments, new linting rules, and significant refactoring of project folders for better organization.

Features
  • Car park environment updated.
  • Lodge models master materials replaced, and some collision fixes implemented.
  • Throwable tag requirement added to equipment.
  • Prototype extraction ability is now functional.
  • Gameplay cue added during progress ability.
  • Environment updated with added snow and rain preset environment assets in separate levels.
  • Atomic space shifter has been made a 'blip' seeker with the artifact actor being a randomly spawned target.
  • Atomic space shifter equipment actor parts have been nativised.
  • Added new footprints.
  • Added new foliage.
  • Implemented custom asset linting rules.
  • Content/Macabre successfully linted with custom rules.
  • Batch Rename Tool plugin added.
  • SubsystemBrowserPlugin added.
  • Updated FlowGraph.
  • Refactored Content folder.
  • Static meshes renamed to use S_ prefix, added new Nanite and VT linters, and basic python script support added.


Bug Fixes
  • Fixed seeker C (throw action no longer consumes input and will still scan without a target).
  • Non-editor build errors have been fixed.
  • Packaging on DX12 fixed and temporarily disabled EOS for packaging (requires a source build).
  • Replaced bugged asset linter plugin.
  • Redirectors in chapter one fixed.
  • ChapterOne/Equipment linted.


Other
  • A large number of CppUnusedIncludeDirective comments added to the inline generated cpp macros as a build optimisation.
  • Redundant type name comment enforcement.
  • Merged 'EnvironmentArt' branch into dev.
  • Content folder has been refactored.
  • Textures above 2048 are now Virtual Textures.
  • Preliminary concept rounds for base equipment have been completed. Final concepts will be prepared for 3D development next week.


WIP CONCEPTS