Development timeline

Progress

Longer production notes in chronological order, tied to real code, Houdini output, Unreal captures, build checks, and playable milestones.

  1. Art Pipeline

    Houdini viewport showing red corner zones, blue wall zones, an orange path area, and a node graph of adjustable wall and corner outputs.

    Placed points replace Match Size for wall and corner control

    The wall and corner setup now uses explicitly placed points instead of stretching pieces with Match Size, making width and depth easier to control independently.

    Read production note

    Source: Placed-points wall and corner rethink - Website_Inbox/00_raw_screenshots/260821_01_Rethink.png

  2. World Building

    Unreal Engine viewport showing a stone maze beside water with grass and scattered blockout vegetation along the wall edges.

    Edge-aware vegetation pass reaches Unreal preview

    The Houdini maze scatter workflow now separates inner and outer edge plant outputs, pushes points away from hard wall outlines, and is being checked against the stone maze, grass, and water in Unreal.

    Read production note

    Source: Houdini distance-from-edge capture - Website_Inbox/00_raw_screenshots/houdini_distance_from_edge_after.png

  3. Materials

    Unreal Engine material editor showing a two-sided foliage master material node graph.

    Foliage material and grass checks move into the site

    New captures document the two-sided foliage master, grass material instance controls, and a static mesh preview used to inspect dense grass cards before broader vegetation migration.

    Read production note

    Source: Two-sided foliage material capture - Website_Inbox/00_raw_screenshots/twosided_foliage_material.png

  4. Art Pipeline

    Houdini node graph and viewport showing colour masks generated from stone wall attributes.

    Procedural masks move into the wall and HubDoor workflow

    The latest Houdini pass splits wall meshes into workable pieces, uses for-each UV layout passes, and starts turning attributes into masks for moss, snow, dirt, and stone variation.

    Read production note

    Source: 25 June production update - Website_Inbox/_notes/260625_Updates.md

  5. Website

    Houdini viewport showing a dry-stone wall divided into coloured connectivity groups.

    Website begins with WIP-only provenance

    The public site starts from a strict media rule: only real AMazeIn WIP, editor output, Houdini output, screenshots, code diagrams, and authored notes.

    Read production note

    Source: Website asset provenance policy - Website/ASSET_PROVENANCE.md

  6. Art Pipeline

    Textured procedural dry-stone wall module in a Houdini viewport.

    Dry-stone maze material direction

    The repeated maze pieces are moving toward shared tiling materials, Houdini masks, edge wear, dirt, moss, and cheap variation.

    Read production note

    Source: Stone maze material build notes - AMazeIn/Docs/AMAZEIN_STONE_MAZE_MATERIAL_UE57.md

  7. Gameplay

    Houdini viewport and node graph showing a blockout hub door frame asset.

    Hub progression loop takes shape

    The first target loop is Hub -> Level 1 -> Finish -> Hub -> Level 2 unlocked, driven by data assets and save-state checks.

    Read production note

    Source: Hub progression next steps - AMazeIn/Docs/HUB_PROGRESSION_NEXT_STEPS.md

  8. Build

    Unreal Engine material editor showing the AMazeIn master material node network.

    Packaging cook result needs follow-up

    A Windows cook reached the asset statistics stage but ended with an unknown cook failure, making build diagnosis part of the next production pass.

    Read production note

    Source: Windows packaging output log - AMazeIn/Builds/Output_Log/Output_Log.md