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Development Update — Preparing GET OUT Demo 0.1.1

After releasing the first demo, I found a few issues that needed attention.

Version 0.1.1 is mainly focused on polishing the existing build. Hints and objectives should now work correctly, the camera no longer behaves strangely during the monster’s execution animation, and stamina drain and recovery have been rebalanced.


I am also adding an optional 1 HP mode, where any hit from the monster is fatal.

There is still one inventory issue left to fix before the update is ready, so I am continuing to test the build.

Once everything is stable, I will publish the full changelog and release version 0.1.1.

[advice to UE developers] - While testing GET OUT, I found an inventory error that was generating thousands of warnings.

The system was checking Inventory[0] every frame, even when the inventory array did not contain any elements. Because the call was connected to Tick, one small mistake quickly flooded the log.


I fixed it in two places. The inventory now creates its expected slots on BeginPlay, and the function that retrieves the active item checks the index with Is Valid Index before reading the array. If the index is invalid, it returns an empty item value instead.



The warnings are now gone, and the inventory can safely handle cases where no items are available.

The main lesson was simple: index 0 does not guarantee that the first element exists. An empty inventory slot and an empty array are two different states, so the safest place for the check is inside the shared function used to access inventory items.

This fix will be included in Demo 0.1.1.