<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Beacon Manor Devlog - itch.io</title><link>https://dangernoodlestudios.itch.io/beaconmanor</link><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1572824/improving-the-eye-wall-puzzle-with-texture-masking-and-flashlight-feedback</guid><title>Improving the Eye Wall Puzzle with Texture Masking and Flashlight Feedback</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1572824/improving-the-eye-wall-puzzle-with-texture-masking-and-flashlight-feedback</link><pubDate>Fri, 03 Jul 2026 03:35:16 GMT</pubDate><category>devlog</category><description><![CDATA[<p>This week I worked on improving one of Beacon Manor’s puzzle hazards: the Eye Wall . The original version of the puzzle technically worked, but it was not giving the player enough feedback. The play...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1570758/world-partitioning</guid><title>World Partitioning</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1570758/world-partitioning</link><pubDate>Fri, 03 Jul 2026 01:17:44 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What I&#039;ve Been Working On. World Partitioning - One of the first things I learned about World Partitioning in Unreal is that if you decided to do World Partitioning for your game you should decided to...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1564125/audio-bringing-the-ghosts-to-life-through-state-based-audio</guid><title>Audio: Bringing the Ghosts to Life Through State-Based Audio</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1564125/audio-bringing-the-ghosts-to-life-through-state-based-audio</link><pubDate>Thu, 25 Jun 2026 17:55:09 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The Problem As Beacon Manor continued to evolve, our ghost AI became capable of chasing the player, becoming stunned by the flashlight, recovering from the stun effect, attacking the player, and event...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1563985/the-keybinding-conundrum</guid><title>The Keybinding Conundrum</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1563985/the-keybinding-conundrum</link><pubDate>Thu, 25 Jun 2026 15:47:19 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Author: John Collins Posted on: June 25, 2026 The Problem Due to the way I had designed the key bind menu the four movement keys were not grouped together. The ones that were together would also split...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1560948/building-rimlight-feedback-for-interactables-enemies-hazards-and-puzzles</guid><title>Building Rimlight Feedback for Interactables, Enemies, Hazards, and Puzzles</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1560948/building-rimlight-feedback-for-interactables-enemies-hazards-and-puzzles</link><pubDate>Mon, 22 Jun 2026 13:54:52 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Today I worked on improving how interactable objects and flashlight targets are communicated to the player in Beacon Manor. One issue we noticed during testing was that some objects were technically w...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558909/flashlight-collision-causing-player-movement-issues</guid><title>Flashlight Collision Causing Player Movement issues</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558909/flashlight-collision-causing-player-movement-issues</link><pubDate>Sat, 20 Jun 2026 02:44:35 GMT</pubDate><category>devlog</category><description><![CDATA[<img src="https://img.itch.zone/aW1nLzI3OTc2MTMyLnBuZw==/400x224%23c/%2BxSa6H.png" class="post_image"/><p>The Problem So I had just finished Retargeting the flashlight holding animation to work with our current skeleton, when testing the player did not like the right direction, the side the flashlight was...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558883/learning-a-save-system</guid><title>Learning a save system</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558883/learning-a-save-system</link><pubDate>Sat, 20 Jun 2026 01:58:54 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The Problem This being my first time implementing a save system in unreal has been fun, but also made things harder to figure out. I originally saw stuff online about implementing the save system thro...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558450/audio-food-consumption</guid><title>Audio: Food Consumption</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1558450/audio-food-consumption</link><pubDate>Fri, 19 Jun 2026 16:23:59 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The Problem As development on Beacon Manor continued, I began implementing additional health item pickups that players can collect and consume throughout the game. While the health restoration systems...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1557918/rebinding-keys</guid><title>Rebinding Keys</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1557918/rebinding-keys</link><pubDate>Fri, 19 Jun 2026 01:14:20 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Author: John Collins Posted on: June 18, 2026 The Problem One of the main problems I had to solve this week was creating a menu for the player to rebind their keys. I figured I would start by adding a...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552370/retargeting-ghost-animations-for-beacon-manor</guid><title>Retargeting Ghost Animations for Beacon Manor</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552370/retargeting-ghost-animations-for-beacon-manor</link><pubDate>Thu, 18 Jun 2026 23:32:50 GMT</pubDate><category>devlog</category><description><![CDATA[<p>-Jeffrey Hill / Chromestorms Today I worked on getting a new ghost animation pack usable with our Beacon Manor ghost character. The pack came with several animation sequences that fit the direction we...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552205/problem-with-animations</guid><title>Problem with animations</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552205/problem-with-animations</link><pubDate>Sat, 13 Jun 2026 04:14:47 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Animations Messed with Player Controls So I&#039;ll be honest my biggest problem with this was just my lack of knowledge in the animation department. So when I first started i just went to my old code in t...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552283/creating-a-pause-menu</guid><title>Creating a Pause Menu</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552283/creating-a-pause-menu</link><pubDate>Sat, 13 Jun 2026 01:27:08 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The Problem My first production challenge I encountered was never having built a pause menu. It was a simple fix. Just did some research and was off to the races. Pretty straight forward on everything...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552209/building-a-centralized-audio-system</guid><title>Building a Centralized Audio System</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552209/building-a-centralized-audio-system</link><pubDate>Fri, 12 Jun 2026 23:48:34 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The Problem One of the first production challenges I encountered on Beacon Manor was creating an audio system that could support music, ambience, sound effects, and UI feedback while remaining easy to...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552122/making-the-manor-dangerous</guid><title>Making the Manor Dangerous</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1552122/making-the-manor-dangerous</link><pubDate>Fri, 12 Jun 2026 21:43:30 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Author: John Collins Posted on: June 12, 2026 The Problem One of the main problems I had to solve this week was creating the traps and damage sources we would be adding to our game map. I had a good i...</p>]]></description></item><item><guid>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1551284/making-key-and-door-interaction-readable-in-the-build</guid><title>Making Key and Door Interaction Readable in the Build</title><link>https://dangernoodlestudios.itch.io/beaconmanor/devlog/1551284/making-key-and-door-interaction-readable-in-the-build</link><pubDate>Fri, 12 Jun 2026 04:13:34 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Author: Jeffrey Hill Posted on: June 11, 2026 The Problem One of the main problems I had to solve this week was making our key and locked door interaction clear to the player. The underlying gameplay...</p>]]></description></item></channel></rss>