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MSGT Update v1.0.0.3

Hey guys. So this update is the first one that is hitting Gumroad but not the marketplace. At Epic’s request, I have to keep marketplace updates to once a week – so the Gumroad version will be receiving updates whenever they happen, and the Marketplace build will get a cumulative update once a week. This… read more »

4.14 Specific Bug Fix – January 26th, 2017

Hey guys. So it appears that, in the process of converting the base development build of the project from 4.13 to 4.14, UE4 has seen fit to cause some issues. I’ve just finished sorting these out and new versions of the 4.14 build (this bug does not impact 4.13 at all) will be available via… read more »

MSGT Update v1.0.0.2

24 hours after the first update was submitted, the second one is being pushed! Should be available via Gumroad in the next couple of hours and on the UE4 marketplace whenever Epic update it (last time was about 15 hours). That’s right, bugfixes galore! (well, not really galore… hasn’t been enough bugs for that…) As… read more »

Blood System

Some survival games make use of more than the standard trio of hunger/thirst/stamina. Some have more advanced systems such as a player blood level. When you get hurt, there’s a chance to bleed. As you reach a state of hypotension (ie. no blood) you then start to lose health rapidly. The MSGT comes with a… read more »

MSGT Update v1.0.0.1

The first update to the MSGT has just been submitted to Epic and will soon be available via Gumroad. In an effort to ensure that it is easy to do the bugfixes yourself, I have included images below to show how to apply changes. Please note that new features will not be covered in this… read more »

Stamina System

A base level statistic that comes into play in most game types, stamina can be used to limit sprint distance, control how often a player can jump, add intensity to combat, and more. In terms of it’s existence within the MSGT, it can be connected to most other systems to penalize players for not managing… read more »

Thirst System

One of the most common mechanics used to power survival games, thirst requires players to constantly seek out water to avoid eventual death-by-dehydration. Simple, but when implemented in meaningful ways it can have your players scrambling for every drop of water, trying to maintain body temperature to keep their thirst down, and more. Like most… read more »

Hunger System

A staple of survival game mechanics, hunger requires players to find and eat food in order to stop themselves starving to death. An incredibly simple mechanic, when used correctly it can be a powerful motivation of the gameplay loop and direct players to always be considering their actions with this in mind. Used poorly, it… read more »

Player Health Manager

At the root of a lot of aspects of a survival game is the player’s health value. Used to control their life/death state, and to give important to systems such as hunger and thirst, the health system included in the MSGT is simple and effective. Included with it is a falling damage system that allows… read more »

Time of Day Cycle

The time of day cycle included in the MSGT is versatile, easy to customise and completely ready to be hooked up to external/third party day/night cycles. It includes a clock, to help your players track in-game events and cycles, a dynamic world-temperature cycle, settings to control the day/night ratio and speed, and much more. By… read more »

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