Welcome to the Everdawn: Rise of Survivors Devlog!
This project is currently a solo endeavor, so updates might take a bit of time between posts. However, I’m working on it every day, even if only for a few hours, as I have other real-life responsibilities to balance. Every detail is crafted with care and passion, and I’m excited to share this journey with you.
About me
My name is Renan Fernandes, and I've been working as a software developer for 20 years (yeah, it's been a while!). I started game development back in 2006 using the Unity Engine, which still holds a special place in my heart, but for the past 8 years, I’ve been focused on Unreal Engine. Throughout these years, I’ve had the chance to work on some released games and collaborate with amazing, brilliant people. Currently, I’m the Lead Programmer at Herolix Studios.
What to expect from this devlog?
This devlog will be my technical and creative journal, where I’ll share the ups and downs of developing Everdawn: Rise of Survivors. The game will be a survival, open-world experience with base-building, defense raids, and much more.
Since this is a personal project, I’m taking the opportunity to experiment with the latest technologies Unreal Engine 5 has to offer. This kind of experimentation isn’t always possible when working in a studio environment, where stability is key, so I’m excited to share all the discoveries along the way.
About the game
The game takes place in a post-apocalyptic world where civilization has collapsed, and resources are scarce. Nature is reclaiming its land, and the few remaining survivors must fight to stay alive in a hostile environment.
Objective: Players must survive by finding food, water, and resources, building shelters, crafting weapons and tools, and interacting with other players.
Initial Characters:
Alex – Melee combat specialist.
Beth – Expert in gathering and crafting items.
Carlos – Skilled in survival and shelter building.
Challenges of a solo developer
As a programmer with limited artistic skills (modeling, texturing, etc.), I’m focusing on the game’s mechanics, programming, and movement. For more artistic needs, I’ll rely on assets from the Unreal Engine marketplace, such as animations and UI textures.
However, all the code will be mine. I’m avoiding third-party assets that aren’t purely artistic. With one exception: GAS (Gameplay Ability System). It’s an essential part of the project—I simply couldn’t make a game without it!
Technologies in use
Here are some of the technologies I’m using (but not limited to):
Gameplay Ability System (GAS);
Motion Matching and Motion Warping;
World Partition;
State Tree;
Control Rig;
Mover;
Iris Replication and Pushing Model;
UMG ViewModel (MVVM).
Feel free to follow along with the devlog and watch Everdawn: Rise of Survivors come to life. The process is full of challenges, but I’m excited to share every step with you!
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