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UnizoneDev edited this page Mar 11, 2024 · 3 revisions

Welcome to the Abyssal Fear wiki!

This is an open-source Serious Engine 1 survival horror game about the nine circles of Hell, with changed and new features added to the game and engine code.

New engine features

  • Config file parser (currently only for enemies, moving brushes, and lights)
  • Loading screens (only a generic one for now)
  • Fixes to skeletal animated models in regards to rendering, precaching, fog, haze, and texture wrapping.

New editor entities

  • CustomFire (flames that can have their looks and functions changed)
  • DateChecker (allows an event to be triggered only on a specific day or month, or both if desired)
  • PlayerParenter (attaches an entity to the player, or a bunch of entities parented to a marker)
  • VariableChecker (checks for specific properties like speed, health, position, and rotation)
  • LoopingTrigger (trigger that sends events in a loop, with customizable wait and delay times)
  • RandomSoundHolder (can play up to 8 randomly chosen sounds, useful for steam bursts or drips of water)
  • SwitchChecker (allows for lever puzzles, similar to Duke Nukem 3D or Amnesia)
  • PlayerBarrierBrush (despite the name it can block not only just players, but enemies/NPCs and projectiles as well)
  • OverlayHolder (can be used for noise interference or tinted screen effects)
  • UZModelHolder (enhanced version of ModelHolder2 that allows for different collision boxes and the ability to be pushable)
  • CustomEnemy (used to create specific enemies all in the world editor)

New features to existing entities

  • SoundHolder (pitch, pause, 3D, and filter options)
  • Trigger (delayed, randomized, and delayed randomized trigger types, along with messages with different fonts and positions)
  • MovingBrush (material, destruction, locking, and unlocking features)
  • Switch (able to be locked or unlocked)
  • EnemyMarker (can be set to make an enemy wait, jump, crouch, take cover, and be anosmic/not react to smells)
  • NavigationMarker (mostly same as above, but for pathfinding purposes)
  • AnimationChanger (added support for SKA models)

New entity features

  • Enemy AI (moving while attacking, strafing, backpedaling, jumping, blocking melee attacks, and crouching)
  • Player Character (weapon limits, changed movement mechanics, puzzle items, and inventory items)
  • Weapons (reloading, holstering, and dropping weapons)
  • Senses (in addition to sight and sound, there is smell which is used for wildlife NPCs)