Releases: LeoSery/Project-Becorn--UnrealEngine5-2024
BCR_Gold_1.14_2025-07-03_win64
BCR_Gold_1.14 - Final Production Release
This version marks the Gold Master 1.14 release of Oakfolks, also known as the ‘Becorn Project’. Representing the final production-ready version with comprehensive polish, complete audio integration, and intensive bug fixing. This milestone concludes the development cycle with focus on user experience finalization and validation of the complete cooperative adventure.
Final Polish & Production Features [GOLD]
User Interface & Experience Finalization
- Complete UI Implementation: Final user interface with optimized ergonomics and navigation flow
- Credits Screen Integration: Added comprehensive credits system showcasing development team
- Menu System Polish: Finalized main menu, pause menus, and navigation transitions
- User Experience Validation: Complete testing and refinement of cooperative gameplay flow
Audio System Integration
- Complete Audio Implementation: Full integration of music, sound effects, and ambient audio
- Interactive Sound Feedback: Comprehensive audio feedback for all player interactions and QTE systems
- Ambient Music System: Dynamic background music that responds to gameplay states
- Spatial Audio Enhancement: Improved 3D audio positioning for cooperative gameplay immersion
Performance & Rendering Optimization
- Rendering Pipeline Optimization: Updated anti-aliasing settings with MSAA (r.MSAACount=8) and optimized ray tracing configuration
- Frame Rate Stabilization: Fixed frame rate range between 40-60 FPS with smooth frame rate transitions
- Memory Optimization: Final memory usage optimization for target platform requirements
- Platform Compatibility: Validated compatibility across Mac and Windows platforms
Technical Finalization
Plugin Architecture Updates
- SkeletalMeshModelingTools Integration: Added advanced skeletal mesh modeling capabilities for enhanced character customization
- HDRIBackdrop Removal: Cleaned up unused HDRIBackdrop plugin dependencies and optimized build configuration
- Plugin Optimization: Streamlined plugin architecture for improved build performance and reduced dependencies
System Architecture Refinement
- Collision System Enhancement: Updated collision channel responses including P1_HoldingHand_L optimizations
- Navigation Mesh Configuration: Comprehensive navigation mesh parameter tuning with optimized tile sizes and agent properties
- Build Configuration: Production-ready build settings with optimized packaging for distribution
Project Configuration Updates
- Version Metadata: Updated project description to "Becorn" with Gold_1.12 version identification
- Transition Map Updates: Configured EmptyLevel transition map for optimized loading performance
- Debug Title Integration: Added debug title configuration for gold release identification
Intensive Bug Resolution
Critical System Fixes
- Collision Detection Improvements: Resolved collision issues affecting rope animations and object interactions
- Animation System Stability: Fixed rope animation glitches and character interaction animation transitions
- Input System Refinement: Corrected input disabling issues during specific gameplay sequences and cinematics
- Machine Interaction Polish: Final resolution of crafting machine interaction edge cases
Cooperative Experience Validation
- Player Synchronization: Validated and optimized all cooperative gameplay mechanics for stable multiplayer experience
- QTE System Reliability: Ensured consistent Quick Time Event performance across all gameplay scenarios
- Physics Interaction Polish: Final tuning of physics-based cooperative object handling and manipulation
Production Readiness
Quality Assurance Completion
- Comprehensive Testing: Complete QA validation including edge cases, stress testing, and cooperative gameplay scenarios
- Performance Profiling: Final performance analysis ensuring consistent 60 FPS target achievement
- User Experience Testing: Extensive playtesting validation of complete cooperative adventure experience
- Academic Delivery Standards: Meeting all quality objectives defined for academic project submission
Distribution Preparation
- Build Optimization: Production-ready build configuration with optimized asset compression
- Documentation Completion: Comprehensive project documentation for academic and development reference
- Version Control Finalization: Complete project history with proper Gold release tagging and documentation
This Gold Master release represents the culmination of the OAKFOLKS development journey, delivering a complete 10-minute cooperative adventure where two players must work together to help grandfather Becorn craft a wooden chair. Set in the charming world of David M. Bird's "Becorn" universe, this mandatory cooperation experience features two fully-realized mini-games (mushroom slicing and wood cutting) that are technically impossible to complete solo. Developed over 11 months by a 19-person multidisciplinary team as a Master's degree capstone project, this release demonstrates production-quality game development meeting all academic objectives and professional standards.
BCR_Beta_0.6_2025-05-15_win64
BCR_Beta_0.6 - Gameplay Refinement & Technical Enhancement
This release marks the Beta 0.6 version of BECORN, introducing significant gameplay refinements, new interactive systems, and technical enhancements to prepare the project for final stages of development.
Gameplay Enhancements [BETA]
Revamped Interaction Systems
- Rope System Overhaul: Complete rework of the rope interaction system with improved animations and physics
- Advanced Trigger Zone System: New modular system for detecting player presence and triggering contextual events
- Physics-Based Object Handling: Reimplemented physics for carrying objects with specialized holding hand animations
- High Five Feature: Added cooperative gesture mechanics to enhance player communication
Machine & Crafting Improvements
- Fixed critical machine interaction bugs (saw machine, wood-cutting machine)
- Enhanced assembler functionality when used with ropes or other specialized tools
- Improved collision detection for mushroom slicer and other craft components
- Added visual feedback effects (joy VFX) when QTE completes successfully
Character & Animation
- Implemented trunk and flower animations with proper state transitions
- Added character animation sequences for rope interactions
- Integrated player locomotion with tree climbing mechanics
- Enhanced pick-up/drop animations with smoother transitions
- Added physical animation responses when holding objects
Level Design & Environment
Level Structure & Navigation
- Workshop Redesign: Retakes of atelier placement and interior elements
- Environmental Updates: Added moss trees, reworked stumps, and enhanced forest ground
- Interactive Foliage: Implemented interactive plants with improved physics
- Added new door systems with interior/exterior transitions
- Enhanced lighting system throughout all environments
Visual Improvements
- Implemented HDR background and improved environment lighting
- Added firefly effects to wood-cutting machine area
- Enhanced particle systems for pollen and environmental effects
- Added texture details to key interactive objects (rocking chair, doors)
- Implemented subtle collision improvements throughout the level
Technical Improvements
System Architecture
- Trigger Zone System: Implemented full architecture for zone-based interactions
- Revamped MiniGameSystem.h with better Blueprint integration
- Added event broadcasting system for QTE completion notifications
- Optimized binary files for artists and cleaned unnecessary dependencies
UI/UX Enhancements
- Added main menu integration with game flow
- Implemented improved control hints and input feedback
- Enhanced blueprint logging system for better debugging
- Added UI elements for player status and interaction options
- Integrated UI for tired state and other character conditions
Plugin Integration
- Added
SkeletalMeshModelingToolsfor advanced character customization - Integrated supporting plugins to enhance development workflow
- Updated project version to
BCR_Beta_0.5_2025-05-15_win64 - Optimized binary configurations and build system
Bug Fixes
- Fixed movement issues during cinematics
- Resolved grab interaction issues with trigger zones
- Fixed flower animation sequences
- Corrected heavy log behavior when interacting with machines
- Addressed multiple machine-specific bugs and collision issues
- Fixed kid AI behavior and animation issues
This beta version represents a significant step forward in gameplay refinement and technical stability, providing a more immersive and responsive cooperative experience while establishing a solid foundation for the final release.
BCR_Alpha_0.4_2024-03-13_win64
BCR_Alpha_0.4 - Gameplay Systems & Refinements
This realease finalizes the Alpha 0.4 version of BECORN, introducing significant improvements to existing systems and adding new features to enhance the cooperative gameplay experience.
Gameplay Systems [ALPHA]
Locomotion & Animation System
- Implemented
ILocomotionalinterface for better movement management - Added support for interaction-specific animation configurations
- Introduced specialized locomotion modes (HoldingBox, WoodCutting, Climb, etc.)
- Created smooth transitions between different animation states
Enhanced QTE System
- Complete redesign based on event-driven architecture rather than timers
- Added real-time progress feedback during interactions
- Implemented support for complex interaction states
- Improved visual feedback during mini-games
- Advanced player synchronization mechanics
Crafting & Assembly
- Implemented
FurnitureAssemblersystem for object creation - Configurable recipe system via DataTable
- Added delivery points for completed objects
- Support for intermediate objects and crafting chains
Improved Interaction
- Intelligent snap point management for player positioning
- Proximity system for object interactions
- Contextual detection to enhance gameplay experience
- Player movement constraint system
Camera & Environment
Advanced Camera
- Dynamic player movement constraints to maintain proper framing
- Enhanced tilt-shift effects based on player distance
- Configurable vertical offsets for better gameplay visibility
- Maximum distance limits between players
Level Design
- Configured main map
Map_Blocking_V2 - Added AI navigation support for future development
- Optimized structure for cooperative gameplay
Technical Improvements
Architecture & Performance
- Migrated to event-based system for QTE (more performant)
- Utilized
TickableGameObjectfor independent updates - Rewrote input system for greater flexibility
- Improved world object management
Configuration & Project
- Updated to
BCR_Alpha_0.4_2025-03-12_win64 - Optimized build settings with
FullRebuild=True - Configured navigation and collision settings
- Restructured base classes for better scalability
Development Tools
- Implemented
ProjectDataFunctionLibraryfor metadata access - Enhanced visual and console debugging system
- Blueprint configuration assistant
- Integrated advanced data structures for crafting systems
This alpha version represents a major development milestone, establishing all of BECORN's fundamental mechanics and delivering a complete cooperative gameplay experience.
BCR_Prototype_0.3_2024-12-18_win64
BCR_Prototype_0.3 - Core Systems Implementation
This release represents the prototype phase 0.3 of BECORN, implementing core gameplay systems and establishing the technical foundation for future development.
Core Gameplay Systems [PROTOTYPE]
Machine & QTE System
- Implemented base MiniGameSystem with QTE integration
- Added QTE subsystem with event-based architecture
- Created configurable snap points for 2-player interactions
- Integrated input validation and progress tracking
- Added support for various QTE types (Press, Hold, Release, Rotate)
Player & Interaction System
- Implemented basic player movement and controls
- Added item pickup and interaction systems
- Created interface for interactable objects (IInteractable)
- Implemented system for cooperative object handling
Camera System
- Integrated CinematicCamera for tilt-shift effect
- Implemented dynamic camera positioning based on player distance
- Added automated focus and blur systems
- Created smooth transitions for camera angle changes
Art & Level Design [PROTOTYPE]
- Set up initial diorama scene structure
- Added base lighting setup for art direction
- Implemented basic environment blocking
- Created test area for gameplay mechanics
Technical Updates
Dependencies and Plugins
- Added
CinematicCameraandCoreUObjecttoAdditionalDependencies - Enabled
HDRIBackdropplugin for environment setup - Updated core project configuration for UE 5.4
Project Settings
- Updated
GameDefaultMaptoMenu_Proto_Map - Changed
GlobalDefaultGameModetoGameModeBase - Added
RenderFocusRule=Alwaysfor UI consistency - Updated project metadata and configuration files