Hello everyone! Welcome to the first steam devlog post! In this devlog we will catch you guys up with some updates regarding the game. This will be the first devlog on steam and we plan to make one of these every month to catch you guys up with the latest updates.
Let’s begin!
As of October, we have a lot to catch everyone upon. As you may or may not know, a few weeks ago we released a small update to the demo that improved it by a lot. But, the update didn’t fix everything in the Zabrodnik mission, it’s still TERRIBLE. That’s why we have been working this past week on improving the Zabrodnik mission and making it actually fun to play! Let’s begin by telling you guys some of the Zabrodnik improvements and additions so far!
ZABRODNIK CHANGES AND ADDITIONS
Let’s start by talking about the new fixed lightning, one of the biggest criticisms regarding the demo was the low polished lightning in the map. The shadows were broken, it was painful to look at, there were millions of pointless lights, and more…Thankfully, we managed to fix all of those issues thanks to our talented and hard working developers. Here’s a comparison of the new fixed lightning and the old low quality one:
OLD:




NEW:




But that’s not all for Zabrodnik, we are currently working on expanding the map and giving it more locations. The currently planned new locations are: the Zabrodnik subway station, an infected elementary school and the B.R.S laboratory. Here’s some teasers:







That should be all for Zabrodnik for this month, next month, we will likely post more news related to the Zabrodnik improvement. But that’s all of the Zabrodnik news this month, now let’s move on.
NEW RANDOM ROAM NPC AI
After we decided to take a break from working on Zabrodnik, we started working on friendly NPC AI, the goal was to make a simple AI that would just randomly roam around the map, after all, we needed to add more life to the SCP facility. So, we started working on the random roam AI and to be honest, coding it was quite a challenge. We never worked on AI that could randomly roam around maps, and it proved to be hard. But after finally figuring it out, we placed the new AI into an AI test map I created a few months ago and we started testing it out. Here’s a short video showcasing what we had made so far: https://www.youtube.com/watch?v=e39gs88h2IEhttps://youtu.be/e39gs88h2IE
We were really surprised that the AI actually worked and had no bugs because we never made that kind of AI before, looks like SCP-343 brung us a present of luck! After testing it out we needed an actual walking animation because just menacingly T-posing won’t do the job (duh) so first we made a few MTF models in fuse that we will use (lmao fuse and use rhymes) so we uploaded the new MTF models to mixamo and we found a nice walking animation that we could use, so we downloaded the animations that we needed and then imported them into Unreal.

After setting up the animations and models we started testing out the AI in large groups, somehow, it worked perfectly and it looks like we have finally finished the new friendly NPC AI. Here are some more test videos:
https://www.youtube.com/watch?v=Y7w8C6YSlF0https://youtu.be/Y7w8C6YSlF0
https://www.youtube.com/watch?v=6EyPwxIqEvEhttps://youtu.be/6EyPwxIqEvE
OUTRO
And that concludes this month’s devlog! Thank you all for your continued support during our development journey, we look forward to seeing everyone next month where we’ll have more to show and talk about! Take care!