AFFRAY DEVELOPMENT ARCHIVE (ADA)
We want our level design to be incredibly unique and to be well-accommodated for massive PvE scale, including the infected staff and the Psi-Z entities. We have taken on brutalist architecture for major areas, and we are currently working to make the levels more dense with rooms and branching halls to steer away from near-linear layouts.
Some areas are still blocked out, but we are working to populate the environment with final designs. In some cases, third-party assets are utilized in populating the environment where we are currently coming short. Nonetheless, the work of the Affray team takes the largest share of assets currently utilized, and will remain that way.
Our core workflow has led us to making a large amount of modular assets and tiling materials for building up the core environment spaces. We have made modular Blueprints for walls, ceilings, floors, railings, and so on - this allows us to build up environment spaces fairly effeciently in-editor while improving performance potential. This is in part due to us being able to instance the 3D meshes together in large qualities, reducing culling load on player/developer CPUs. The Blueprints we made also allow us to add subtractors, where we can add windows, doorways, and so on.
We are experimenting with player-configurable mechanics such as deadzone aiming, leaning, and other dynamic mechanics to give players more control in the current close-quarters combat space. We want to ensure playing with our custom framework feels good, is good to work with on the development-end, and can accommodate future expansion outside of PvE, including potential PvP applications.
We currently have over 110,000 wishlists now... why? 😳
SCP: Pandemic is being developed in Unreal Engine 4 (currently 4.26). We have built our own layer of systems on top of Unreal Engine that we have named AffrayCore. AffrayCore is everything from generic to specialized systems, even including 3D assets and audio that our core development pipeline depends on.
We strive constantly to choose the best systems for our projects and to create systems that are easily extensible and reusable — and to ultimately improve our mid/long-term workflow across the entire team.