fallalis

joined 1 week ago
[–] fallalis@programming.dev 1 points 2 days ago

Infection Free Zone is a good example of using real map data. For ALIS, though, reconstructing the real world is one of the goals itself — so you’re right that differences in a place you know can become annoying, and reducing those differences is part of the challenge we’re taking on. The reason is that we want the geography, infrastructure and knowledge you encounter in the game to correspond to something real, not just provide a familiar backdrop.

[–] fallalis@programming.dev 1 points 2 days ago

That’s fair — most players won’t recognize the place at first. But recognition isn’t the main goal of ALIS: we’re reconstructing real places so the geography, infrastructure, distances, and practical knowledge you learn in the game correspond to something that actually exists.

[–] fallalis@programming.dev 1 points 2 days ago

Fair point. For ALIS, though, recognition itself isn’t the goal — reconstructing the real world is one of the foundations of the project, with its places, systems, and practical knowledge becoming part of the game.

 

I'm building ALIS, an early single-player UE5 survival prototype around a reconstructed real-world city location.

The question I want to test is whether familiarity with the place changes a player's decisions and sense of risk, instead of being only scenery. The current public release is an early Windows prototype, not a finished game.

Project context and ways to follow or take part: https://fall.is/community/

Would you prefer survival in a recognizable real place or in a completely fictional map—and what would the setting need to affect before it mattered to you?

[–] fallalis@programming.dev 1 points 1 week ago

@Drbreen@sh.itjust.works — thank you. Your comment is fair, and I think you are right: I led with motivation and abstractions before explaining what ALIS actually is and why it might be relevant to developers here.

ALIS is an early single-player UE5 survival project. Its public repository can also serve as an Unreal architecture reference: developers can inspect and adapt its modular plugin boundaries, JSON-to-DataAsset pipeline, implemented inventory, vitals and loading systems, plus its build, test and release tooling.

The public tree is intended for code, documentation, review and contribution—not as an asset-complete game checkout. Contributions to code, tests, documentation and public text data are welcome in the ALIS repository.

To help me correct the message: what concrete context did you expect first from a post like this in /c/gamedev—a concise explanation of the playable build, or a focused technical breakdown with code and trade-offs, such as the plugin boundaries, data pipeline or one implemented gameplay system? If neither, what would have made the post useful to you?

 

ALIS asks two survival questions: can the player survive the world, and can the world survive its creator?

The first is gameplay. The second shapes the project: a real place whose geography can be checked; public source and GPG-verifiable release checksums; modular boundaries; a pact against predatory mechanics; and a direction toward community hosting and transferable stewardship.

That is the direction, not a fake launch claim. The public release today is an early single-player Windows prototype. Community-hosted servers and open governance are still long-term work.

The 58-second trailer shows the world. The play page shows what exists and can be inspected now: https://fall.is/play/

For people who build games or infrastructure: what actually keeps a game world alive when its original maintainer, storefront, or master server disappears?