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Game Development

Posts tagged with Game Development from the Games by Hyper journal.

Devlog: Become The Master Of Keys Lockpicking System visual for Games by Hyper Unreal Engine systems

April 18, 2025

Devlog: Creating a Scalable Quest Manager for Open Worlds

Hey all, This week we have an updated look at the upcoming Quest Manager! This will allow you to manage all quest types across your open world. Whether your quests are simple, have plenty of side quests or create a complex storyline, you’ll be able to do it all! A large set of example quest...

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Devlog: Become The Master Of Keys Lockpicking System visual for Games by Hyper Unreal Engine systems

April 11, 2025

Devlog: Become The Master of Keys – Lockpicking System

Hey all, This week we will be taking a first look at a new system, Lockpicking! This system will be able to handle most of your door access needs for your projects including: Let us know what you think about the system in the comments or in the Discord discussion post. With kind regards, Eric...

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Devlog: Time To Cast Away With The Fishing System visual for Games by Hyper Unreal Engine systems

April 4, 2025

Devlog: Time to Cast Away with the Fishing System

Hey all, We are back with an update to the Fishing System. You’ll be able to manage all of your water types, fish types and difficulties easily via the datatable. The system will include both rod (with mini game) as well as spearfishing. MST Pro users will get the system (at no additional cost) and...

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Devlog: Bring Your NPCs To Life With The Dialogue System visual for Games by Hyper Unreal Engine systems

March 28, 2025

Devlog: Bring your NPCs to life with the Dialogue System

Hey all, This week we’ll be taking an update look at the Dialogue System that we touched on a few months ago. This system will be able to add so many storytelling elements that it can really be used for any game type, not just RPGs. A few of the features include: Let us know...

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Devlog: The Much Awaited Global Save & Load System visual for Games by Hyper Unreal Engine systems

March 21, 2025

Devlog: The Much Awaited Global Save & Load System

Hey all, This week I wanted to give you a first look at the Global Save System! You’ll now be able to save and load your games and specify whether or not any of your required variables or components should be included with just a few clicks. It has taken some time but we needed...

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Devlog: Finalizing The Ability System visual for Games by Hyper Unreal Engine systems

March 14, 2025

Devlog: Finalizing the Ability System

Hey all, I’m back after a short break (I was a bit under the weather) but have powered through and have been making amazing progress on many of our upcoming systems. This week, I’m excited to dive into the updates we’ve made to the ability system since last you saw. If you haven’t yet, please...

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Devlog: Mesh To Actor Swapping visual for Games by Hyper Unreal Engine systems

January 31, 2025

Devlog: Mesh to Actor Swapping

Hey all, This time, I’ve got something special to share—a mesh to actor swapping system inspired by a few of our amazing Patreon community members. We were able to expand upon their base functionality and it’s been super helpful for making our open world more dynamic and optimized, and I’m excited to walk you through...

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Devlog: PCG Props Generation visual for Games by Hyper Unreal Engine systems

January 24, 2025

Devlog: PCG Props Generation

Hey all, We’ve been making some great strides with the continuation of our Procedural Content Generation (PCG) experimenting. This week, it’s all about improving our prop placement system. Specifically, we’ve been adding proper spawners so we no longer have to manually place each mesh. Whether we are filling a dungeon floor with bones and treasure...

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Devlog: Biome Generation visual for Games by Hyper Unreal Engine systems

January 17, 2025

Devlog: Biome Generation

Hey all, I hope everyone has been enjoying the PCG related devlogs the last few weeks! We’ve been hard at work continuing development on our world building systems, which can now allow you to set up your own biome variations. Let’s check it out! Foliage Density Adjustments One of the things we wanted to highlight...

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