docs: update README and UE5_Modular_Game_Framework.md to reflect changes in Blueprint systems and C++ class counts; add details for Planar Capture System
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README.md
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README.md
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**A complete Blueprint architecture for first-person narrative horror games — and beyond.**
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This is a production-ready, modular game framework for Unreal Engine 5.5–5.7. It provides 135 self-contained Blueprint systems across 16 categories, plus a fully documented example game prototype ("Project Void"). Built Blueprint-first with 22 supporting C++ classes for performance-critical paths.
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This is a production-ready, modular game framework for Unreal Engine 5.5–5.7. It provides 147 self-contained Blueprint systems across 17 categories, plus a fully documented example game prototype ("Project Void"). Built Blueprint-first with 27 supporting C++ classes for performance-critical paths.
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### State Management
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Central State Manager (42 exclusive action states + 18 overlay states). All systems query `IsActionPermitted(Tag)` instead of checking other systems directly. Gating rules configured in a designer-editable Data Asset (no Blueprint changes needed). Force Stack pattern for death/cutscenes/void space. GASP liaison for movement→action state mapping. Vital signal tracking (Normal → Critical).
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### Planar Capture System (Phase 17)
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Unified rendering pipeline for mirrors, portals, monitors, and horror surfaces. C++ core with Blueprint designer-interface. World Subsystem quality budget manager with 5-tier automatic quality scaling (Off → Low/256px/4fps → Medium/512px/15fps → High/1024px/30fps → Hero/2048px/60fps). Horror features: wrong-reflection actor swap, delayed frame ring buffer, 10-parameter MPC steam/dirt/darkness/text reveal material system. Render target pool with automatic reuse. Blueprint children: BP_Mirror, BP_Portal, BP_Monitor, BP_HorrorMirror, BP_FakeWindow. Integrates with scare events, audio manager, and state manager.
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### Polish & Tooling
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Tutorial system with contextual triggers, Loading screen with tips & progress, Credits screen, Analytics tracker (opt-in), Developer Cheat Manager (god mode, noclip, teleport, give item), Error Handler with crash recovery, FPS counter, Debug Menu (state viewer, AI debug, performance, audio).
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- 6 atmosphere profiles with room audio zones
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- 6 scare events with anticipation/payoff/recovery cycles
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- Void space alternate-reality death system
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- 8 planar capture surfaces (mirrors, horror mirrors, security monitors, void portals, fake windows) with automatic quality scaling
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- 18 pickup items (weapons, tools, consumables, keys, documents, collectibles)
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- 4 held weapons (pistol, shotgun, flashlight, crowbar)
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- 3 enemy types with full AI (Patient, Orderly, Void Shade)
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- 4 main objectives + 3 side objectives with branching narrative
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- 3 endings determined by player choices, collectibles, sanity, and playstyle
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- 6 atmosphere profiles with room audio zones
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- 6 scare events with anticipation/payoff/recovery cycles
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- Void space alternate-reality death system
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---
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| **Find Blueprint-only workarounds** | [`docs/architecture/blueprint-limitations-workarounds.md`](docs/architecture/blueprint-limitations-workarounds.md) |
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| **See the HUD architecture** | [`docs/architecture/hud-overview.md`](docs/architecture/hud-overview.md) |
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| **See the audio architecture** | [`docs/architecture/metasounds-audio-system.md`](docs/architecture/metasounds-audio-system.md) |
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| **See the planar capture system** | [`docs/architecture/planar-capture-system.md`](docs/architecture/planar-capture-system.md) |
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| **See C++/BP implementation status** | [`docs/checklists/cpp-blueprint-status.md`](docs/checklists/cpp-blueprint-status.md) |
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---
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## Tech Stack
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- **Engine:** Unreal Engine 5.5–5.7
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- **Scripting:** Blueprint-Only (with 22 C++ support classes)
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- **Scripting:** Blueprint-Only (with 27 C++ support classes)
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- **Locomotion:** GASP (Ground Animation Strafing Platform) — read-only, extended via notifies
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- **Input:** Enhanced Input System — 30+ Input Actions, stack-based context switching
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- **Assets:** `UPrimaryDataAsset` for all content definitions
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| What | How Many |
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|------|:--------:|
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| Blueprint system specs | 135 |
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| C++ classes | 22 |
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| Blueprint system specs | 147 |
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| C++ classes | 27 |
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| Widget Blueprints | 14 |
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| Blueprint Components | 80 |
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| Blueprint Actors | 11 |
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| Blueprint Actors | 16 |
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| Data Assets | 19 |
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| Game Instance Subsystems | 7 |
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| World Subsystems | 1 |
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| Materials | 1 |
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| Material Instances | 7 |
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| Material Parameter Collections | 1 |
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| Interfaces | 3 |
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| Gameplay Tags | 334 |
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| Input Actions | 30+ |
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| Animation Notifies | 14 |
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| Architecture docs | 8 |
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| Developer docs | 12 |
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| Game prototype docs | 21 |
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| Architecture docs | 9 |
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| Developer docs | 13 |
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| Game prototype docs | 22 |
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| Example game assets | 170+ |
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---
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