Dev Update 12
This Week in Macabre
As we gear up for Macabre's first public debut at SXSW Sydney, our team is putting in tireless efforts to ensure all systems work together seamlessly. We're now on the cusp of our first build, a significant milestone, showcasing our ability to create a cohesive experience by integrating all our systems.
Following this, our focus will shift towards rigorous testing to ensure engaging gameplay and identifying potential improvements. This stage also allows us to conduct comprehensive QA testing, pushing the boundaries to uncover edge cases and game-breaking bugs.
With SXSW on the horizon, we are buzzing with excitement and can't wait for you to experience our demo. Stay tuned for more updates as the event approaches. Thank you for your continued support and enthusiasm for Macabre!
Features
Bug Fixes
Other

As we gear up for Macabre's first public debut at SXSW Sydney, our team is putting in tireless efforts to ensure all systems work together seamlessly. We're now on the cusp of our first build, a significant milestone, showcasing our ability to create a cohesive experience by integrating all our systems.
Following this, our focus will shift towards rigorous testing to ensure engaging gameplay and identifying potential improvements. This stage also allows us to conduct comprehensive QA testing, pushing the boundaries to uncover edge cases and game-breaking bugs.
With SXSW on the horizon, we are buzzing with excitement and can't wait for you to experience our demo. Stay tuned for more updates as the event approaches. Thank you for your continued support and enthusiasm for Macabre!
Features
- Added an inventory item notify flow node, and prototype stub nodes for voice over, UI and ability activation
- Started a Flowgraph Sequence "demo"
- Implemented OnAbilityActivated, unifying behaviour of OnNotifyFromInventory
- Implemented OnNotifyFromEquipment flow node
- Updated OnAbilityEvent to capture ended and cancelled events
- Implemented voice cue flow node
- Implemented AddToHUD flow node
- Added profiling cameras to Profiling sublevel
- Added AbilitySystemInitialized notify
- Added WaitForBackpackItems and OnNotifyFromBackpack node, and fixed equipment notify issue
- Implemented PushUI flow node
- Updated first round of Toast Icons
- Added Key Card 3D asset
- Added radio gameplay ability
- Added animation audio cues for Crawler
- Added audio Volumes and revised audio mix
- Added first pass audio for Bottle Throw
- Assigned Phys Materials to gameplay tags for triggering audio for footsteps
Bug Fixes
- Made changes to Master level blueprint sublevel loading
- Ensured stub flow nodes pass through execution
- Fixed packaging in 5.2
- Fixed linter errors
- Fixed looting bug
- Fixed atomic space shifter extraction issue
Other
- Removed some redundant triggers
- Enhanced python script directory handling for robustness
- Converted most scripts to python for easier debugging
- Conducted more asset cleanup
- Added engine dir override file
- First pass of PCG Forest implementation
- Made small changes to master materials
- Gamepad control adjustments
