fallalis
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fallalis

@programming.dev

ALIS developer. Building an open-source Unreal Engine 5 survival world from real places.

Website | Play | Source

Learn. Survive. Connect.

fallalis 1 point 2 months 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.

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fallalis 0 points 2 months 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.

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fallalis 0 points 2 months 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.

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fallalis -1 points 3 months 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?

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thanks for using Leebra!

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