HomeGamesUpdatesPricingMethodology
Steam News21 February 20242y ago

Welcome to Unreal Engine 5! + New Demo!

I figured it was a critical step and much needed for us to migrate White Wall to the latest version of Unreal Engine 5.

In this update4

Full notes

Full White Wall update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions2 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
changedI figured it was a critical step and much needed for us to migrate White Wall to the latest version of Unreal Engine 5. With this version, we can utilize technology such as: - Lumen - Nanite - Chaos physics and many more! To see more about UE5, Click Here
addedRelease NotesIsolated the demo from the main build - Created three quests to follow for demo purposes. One main and two side quests - Updated the inventory screen, when the user equips a weapon, the weapon is already raised when lowered is ‘true’ - Added gates to the event ticks on the AI (NPC). The gates open when the player gets close enough and then close when the player is too far away. This resulted in a 100x performance increase. - Upgraded the demo to UE5 - Upgraded to Nanite - Added XP earnings to output log - Tweaked earned XP multiplier for enemy kills (It was way too strong) - Updated the primal’s projectile, now has physics enabled so the player can hide behind cover - Other bug fixes and various UI updates
addedSpecial ThanksThank you for your interest in White Wall™. I'm excited to announce the development of this build as I've worked on it for some time now. An upgrade to a new engine isn't always as seamless as one would hope and this wasn't a walk in the park. Along with the outstanding new features of UE5 came some growing pains, but rest assured, I have tested the build time and time again to catch any issues I could find.
addedSpecial ThanksThe update opened up a new way of structuring some of the resource-draining assets and classes, this helped me pave the way for a more efficient design in the game.
changedSpecial ThanksAll static mesh assets are using Nanite, the vehicle system is using Chaos and the entire Map is using Lumen. I hope that White Wall feels and looks better than it did in the previous version, without losing anything that makes it unique. Please take a moment and view the images below to see the real difference Unreal Engine 5 makes with White Wall™
addedThe updates don't stop at the engine!We redesigned an entirely new demo to play! We focused the construction of this demo around a 'sandbox' mindset. There are three quests to play, one main and two side quests. The goal of this demo is to give the player a full experience of White Wall and a taste of what the final game may be like. You can expect most of the mechanics included in the demo to exist in the main game.

White Wall changes

changedI figured it was a critical step and much needed for us to migrate White Wall to the latest version of Unreal Engine 5. With this version, we can utilize technology such as: - Lumen - Nanite - Chaos physics and many more! To see more about UE5, Click Here
addedIsolated the demo from the main build - Created three quests to follow for demo purposes. One main and two side quests - Updated the inventory screen, when the user equips a weapon, the weapon is already raised when lowered is ‘true’ - Added gates to the event ticks on the AI (NPC). The gates open when the player gets close enough and then close when the player is too far away. This resulted in a 100x performance increase. - Upgraded the demo to UE5 - Upgraded to Nanite - Added XP earnings to output log - Tweaked earned XP multiplier for enemy kills (It was way too strong) - Updated the primal’s projectile, now has physics enabled so the player can hide behind cover - Other bug fixes and various UI updates
addedThank you for your interest in White Wall™. I'm excited to announce the development of this build as I've worked on it for some time now. An upgrade to a new engine isn't always as seamless as one would hope and this wasn't a walk in the park. Along with the outstanding new features of UE5 came some growing pains, but rest assured, I have tested the build time and time again to catch any issues I could find.
addedThe update opened up a new way of structuring some of the resource-draining assets and classes, this helped me pave the way for a more efficient design in the game.
changedAll static mesh assets are using Nanite, the vehicle system is using Chaos and the entire Map is using Lumen. I hope that White Wall feels and looks better than it did in the previous version, without losing anything that makes it unique. Please take a moment and view the images below to see the real difference Unreal Engine 5 makes with White Wall™

I figured it was a critical step and much needed for us to migrate White Wall to the latest version of Unreal Engine 5. With this version, we can utilize technology such as: - Lumen - Nanite - Chaos physics and many more! To see more about UE5, Click Here

Release Notes

  • Isolated the demo from the main build - Created three quests to follow for demo purposes. One main and two side quests - Updated the inventory screen, when the user equips a weapon, the weapon is already raised when lowered is ‘true’ - Added gates to the event ticks on the AI (NPC). The gates open when the player gets close enough and then close when the player is too far away. This resulted in a 100x performance increase. - Upgraded the demo to UE5 - Upgraded to Nanite - Added XP earnings to output log - Tweaked earned XP multiplier for enemy kills (It was way too strong) - Updated the primal’s projectile, now has physics enabled so the player can hide behind cover - Other bug fixes and various UI updates

Special Thanks

Thank you for your interest in White Wall™. I'm excited to announce the development of this build as I've worked on it for some time now. An upgrade to a new engine isn't always as seamless as one would hope and this wasn't a walk in the park. Along with the outstanding new features of UE5 came some growing pains, but rest assured, I have tested the build time and time again to catch any issues I could find.

The update opened up a new way of structuring some of the resource-draining assets and classes, this helped me pave the way for a more efficient design in the game.

All static mesh assets are using Nanite, the vehicle system is using Chaos and the entire Map is using Lumen. I hope that White Wall feels and looks better than it did in the previous version, without losing anything that makes it unique. Please take a moment and view the images below to see the real difference Unreal Engine 5 makes with White Wall™

  • Davyn Lasswell - FiendStudios LLC

The updates don't stop at the engine!

We redesigned an entirely new demo to play! We focused the construction of this demo around a 'sandbox' mindset. There are three quests to play, one main and two side quests. The goal of this demo is to give the player a full experience of White Wall and a taste of what the final game may be like. You can expect most of the mechanics included in the demo to exist in the main game.

Source

Steam News / 21 February 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.