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  • ParvanP

    Instructions For Member Introductions


    If you're interested in being a part of our community, we would like to know more about who you are and what motivates you to be a part of us.

    Please write a brief biography that centers around:

    1. your level of game development experience (none is okay, everyone starts somewhere)
    2. a list of your skills and your level of proficiency (low skilled is okay, we are here to learn)
    3. how you became interested in games and their development
    4. a list of your favorite games and genres, especially concerning their style and gameplay
    5. what motivates you to help with a project that won't pay you in return
    6. and what you like about this project

    You're welcome to make this as detailed or as minimal as you'd like as long as you answer those six bullet points.


    Special Forum Badges


    In an effort to reward those who help build our community, we will hand out the special forum badge, First Cohort, to the first two dozen members who introduce themselves here.


    Level zero; zilch. Writing—specifically fiction novels; as well as editing. I started in 2012, where I began by posting my stories for free on online communities, while, also, edited for other writers. I even won several writing competitions in said communities. And recently, I had a fiction story published on Cold Open Stories 40K. I write. I’ve never really been that interested in games, or their development. Absolute favorite game: Castlevania: Symphony of the Night. Runner up: Inuyasha: Secret of the Cursed Mask. When I first learned of this project, the storyline instantly grabbed my attention. It has layers of depth that calls to the creativity in me, which made me excited to help flesh out the plot, and, moreover, to write character content. At the end of the day, I love to write an engaging story with dynamic characters, and to share my writing for others to enjoy. I like that this project gives people an opportunity to have real, hands-on learning experience to develop their skills that may, also, be used to further their future ambitions. To learn more about me and my writings, visit me at my website: https://rlfrymire.com/
  • ParvanP

    How Do I start?

    We want to keep the management of our projects as easy and intuitive as we can. Using a top-down management style with creative people isn’t always the best approach, especially with those who develop games for free as a hobby.

    You're welcome to stop at any of these steps, but we encourage you to continue as far as you can. Game development is difficult, but practice makes perfect.


    Here are the seven (7! ) "easy" steps to earn the contributor forum badge! Here's how to get your name in the credits for one of our projects:


    1. Introduce yourself here.

    2. Pick a project you want to help us with and read the project's instructions.

    • For Example: Jane Doe, who happens to be a modeler, stumbled across Cardinal Fall but hasn't created any meshes for a game before. She decided this project was a good fit because she doesn't want to be too committed to a project and there are no formal applications. She was looking for a quick weekend project that could double as an assignment in her design class.

    3. Post about what you intend to create by following the instructions in the project's forum thread.

    • Example: After playing Cardinal Fall's demo, Jane noticed the demo doesn't have a medpack, which is a common item for a game. As a result, she posted in the project's Instructions thread that she intends to create a medpack mesh and included a detailed description of what she intends for it to look like along with some inspirational concept art that she found on the internet. In the thread, a Content Sherpa confirmed that the project does need a medpack mesh, that he likes the concept art, and that she's welcome to create one.

    • Note: You're welcome to start creating assets without permission at any point, but if you create one without asking, it's possible we may do things like expanding our requirements or we may inform you the style you're going for doesn't fit with the project's vision.

    4. Download the project’s files from the direct download page, create your asset while following general industry practices, like keeping the polycount within a target range, and testing it thoroughly.

    • Example: Jane downloaded Cardinal Fall’s project files and proceeded to follow the instructions. She's never worked with Unreal Engine before, but she's determined to create an art asset that gets accepted into a game project. She made sure to research what a typical polycount and texture filesize was for the mesh she making and compared it to already existing assets in the project.

    5. Post your contribution by following the instructions in that project’s forum thread.

    • Example: In the project's thread and after a challenging weekend, Jane posted a screenshot of her completed medpack mesh and a download link where she uploaded the mesh for a Sherpa to inspect. She made sure to follow the instructions and placed the asset in the correct project directory.

    6. After you’ve posted your contribution, one of the project’s content Sherpas will reply about what you’ve created, and you will earn the "Contributor" forum badge even if your contribution isn't accepted into the project itself.

    • If your contribution is finished, meets or exceeds the minimum quality established by the project, follows the correct tone and style, and conforms to the rules and guidelines, a content Sherpa may grant you access to the repository so you can begin committing your work into to the project.

    • Example: The Sherpa reviewed Jane's contribution in the Instructions thread, noted its unique and fitting style with a low poly count, and sent her a private message saying she would be granted access to the repository if she wanted. In response, Jane opened an account on the git repository and told the Sherpa her username. The Sherpa granted her push permissions on the project's repository and Jane made sure to read the git instructions.

    7. Once you push an accepted commit, you will earn the "Committer" badge. At this stage, you will experience more interaction with the project's core contributors. Congratulations, thank you for your hard work, and welcome to the team!

    • Example: Even though Jane's college assignment was finished, she was inspired by the process and was determined to go further. As a result, she forked the project's repository and successfully made a pull request for her new mesh. The commit was inspected, accepted, and she was granted the "Committer" forum badge as it was merged into the main branch. Jane felt so rewarded and accomplished knowing that her medpack was put to good use that she decided to help with more aspects of the project and eventually became one of our main artists. Down the road, Jane Doe used her contributions here to build her resume and she landed her first game design job with a small indie company.

    For ideas about what kinds of content we are looking for, take a look at the project’s already released content or look for a list of what's needed. Or you can look for inspiration from other games and development projects in general and suggest adding that feature into the project. It’s not uncommon for creative individuals to find inspiration by looking around.

    How Do Project Credits Work?

    Everyone who submits anything to us in the forums (Step 6) will receive the forum contributor badge. On top of that, everyone who pushes an accepted commit will have their name put into that project's credits.

    And even if you contributed content that didn't earn you the ability to push a commit or if a commit you pushed wasn't accepted, but we still used it in some fashion, we will grant you credit. This includes any content from other sources, such as open source content which we found ourselves and put into a project.

    Don’t feel discouraged if you aren’t granted committer status. Everyone’s contributions are valuable and your efforts here provide an inspiration for others. All development is a part of the learning experience, no matter the quality.


    If you have any questions, comments, or suggestions about this process, feel free to post them below.
  • ParvanP

    February 2024 | Database Rollback

    On 02-14-2024 our forum database was rolled back to a 2020 backup due to news that the new host we migrated to in 2021 experienced a breach within their management portal.

    There is no evidence anything on this server was compromised, but for the safety of our members, we decided to completely rebuild the server from the ground up using an older backup in order to ensure nothing malicious was injected into the database. This was a lot more work than most would imagine.

    We apologize for any posts our members may have lost, but we believe this was the correct decision.


    December 2025 | Cardinal Fall Is Now On The Epic Games Store For Black Friday, Cardinal Fall was released on the Epic Games Store. Because Epic Onine Services weren't as developed for Unreal 4 as they are on Unreal 5 and we used a plugin called Advanced Sessions for match making, the Epic Games Store version only includes single player. Currently, we are working behind the scenes to release the project on Unreal 5 in order to support cross platform matchmaking. It's not an easy task since it requires re-creating some of the things we have already built.
  • ParvanP

    Information About Contributing To Cardinal Fall's Development


    We welcome everyone who has a desire contribute, regardless of their skill level.

    The first question that most will probably ask is, well, what should I create? That's a good question. We are working on an exhaustive list of everything we need here, but that takes time. In the meantime, follow these instructions and pick something from that list, or create whatever your imagination inspires you to do that still fits within the theme of the project.

    To contribute, please follow the Contribution Instructions along with the more detailed instructions for Step 4 (Intent Reply), Step 5 (Contribution Reply), the section How To Structure The Content You Submit, and any Special Instructions that apply to you below.

    The project's development files can be downloaded here. (The install instructions are in the project's readme file.) It would be useful to have played the game's small demo on Epic or Steam and to glance at the design document.

    Please stay on topic. Community replies are welcome, but only if they are directly related to an Intent or Contribution reply. To make one, use the reply button that's directly on the post you're referencing so this thread stays organized. For more general discussions, please start a separate new topic.


    Project Requirements

    This project has an established quality level, tone, style, theme, and story which can be seen by playing the game's introductory level on Epic or Steam. We aim to maintain the same or better level of quality and system requirements as development continues.

    This means that, unfortunately, we cannot accept every contribution our community members present to us.

    Here is a short, but not exhaustive, list of the criteria which must be followed before we will consider including your content in the game:

    • Has a similar aesthetic and style without appearing jarring to the player
    • Fits within the world, which is set in a futuristic science fiction horror setting
    • Is equal or better to the artistic quality of the demo, with equal being the minimum
    • Follows industry conventions and is optimized for use in a real-time game
    • Runs on 10 year old mid-range hardware (E.g. an nVidia GeForce GTX 1050)
    • Does not have an excessively large file size when compared to similar assets
    • Was made by you, or with the permission of the original creator which you credited
    • Does not violate any laws where we are located (The United States of America)

    Step 4: Post What You Intend To Create:

    To help with clarity, please begin your reply on this thread with the title "Step 4: Intent To Create XYZ-AssetName" in bold so we know the topic.

    • Please provide detailed information about your concept so we fully understand what you envision. Providing concept art, examples, or sketches can be very helpful, especially if your idea is elaborate. We strongly encourage it.
    • After posting, you should check this thread often. Suggestions or input might appear that may alter your plans. For example, it's possible we already have the asset you're suggesting.
    • Also, make sure you follow the project's requirements listed above.

    Step 5: Post Your Contribution

    To help with clarity, please begin your reply by clicking the reply button directly below your original Step 4, so everything stays better organized, and add the title "Step 5: Contribution Of XYZ-AssetName" in bold so we know the topic.

    • Your contribution reply should include screenshot(s) and a link to the content you've made so a Sherpa can inspect it. Please upload your contribution to the file hosting service of your choice (e.g. Google Drive) and follow the instructions on how to structure your content in the section below.

      • You may direct message a recently active Sherpa the link and/or screenshots directly if you wish to remain more private.

    Step 6: Sherpa's Reply

    To help with clarity, a Sherpa will nest their reply directly below your original Step 5 with the title "Step 6: Sherpa's Reply To XYZ" in bold.

    • Not all content will make it into the project, but that doesn't mean you should be discouraged if what you created wasn't accepted. You will still earn the forum's Contributor badge for your efforts, you can use it for your portfolio, and the experience you gained will be valuable in the future.

    How To Structure The Content You Submit


    The sheer number of assets in a game project can be daunting. That is why it's important to make sure our projects are organized. When you submit a contribution, we require you to follow a few guidelines.

    The files you create must be placed in their appropriate directories.

    • When creating new files, please use this structure: /Content/Imports/YourName/YourAssetTypeFolder/AssetTypePrefix_YourName_AssetName

    • If your contribution becomes a part of the project, we may move these files into their corresponding project directories.

    For any existing files that you modified, you must do the following:

    • If it's possible with the asset in question, such as with a material, you should make a copy of it and place it into /Content/Imports/YourName/YourAssetTypeFolder/ instead of modifying the original.

    • If you have to modify an existing file, you should keep them where they are at.

    • If there's an ability to add comments, such as with blueprints, you must place comments in blue explaining what the changes do while including your name and date.

    • In your contribution forum post, you must include detailed information about exactly what you modified.

    The content you submit must follow an existing naming convention.

    • Unreal projects follow certain naming conventions. You should either follow the existing naming conventions already used in the project or this one from Epic.

    When you submit content, you should include both the game's files and your source files in the same directory with the same name but with a different extension, if possible.

    • For example, if you're making a texture you will likely have two separate assets. One will be the source asset you imported, such as a photoshop (.psd) file, and the other will likely be the asset used by the editor, such as Unreal's binary .uasset format. You should include both of these files. Also, for simplicity, they should be placed in the same directory with the same file name, but with their different corresponding extension.

    Finally, when you submit a contribution, you should compress it into a single file with the following naming convention.

    • YourName_AssetName_FourDigitYear-TwoDigitMonth-TwoDigitDay

    Special Instructions For Level Designers


    The rules for level designers are as follows:

    • Each level you create must be in a separate map file.
    • Your maps should be named Nadir_YourSectionName.
    • The maps should be placed in /Content/Imports/YourName/Maps.
    • You should include the MapName_BuiltData.uasset file for easier inspection.
    • Maps should occupy their own space that is separated from the other maps.
    • Like other maps, the level must be centered on 0 of the X axis. (Where the player walks)
    • You cannot modify any existing maps until you're a Committer.
    • You can base your map off of existing maps through copy and paste.
    • Your maps must be of equal or better in visual quality to the demo.
    • Your level design must perform reasonably on a GeForce GTX 1050 or better.

    How To File A Bug Report


    Please leave your bug reports in the bug reports page here.
    (If you have the repository committer badge, please make detailed reports on the repository issues page.)

    We appreciate the bug reports we receive. They are invaluable, especially since we don't have the hardware to test every configuration that is possible.


    Asset Creation Competition We are hosting two competitions which will be open until further notice. We will announce a 90 day heads-up for the competition's deadline. Competition 1: A Dystopian "Motivational" Poster For competition number 1, we are looking for the best looking motivational poster that fits a dystopian scifi theme. The prize? You get a special forum badge. On top of that, we may use the image in the game, grant you committer status, and list you in the game's credits if we use your art. Here's the requirements: Content: this can be anything that resembles a corporate motivational poster, but the more believable, yet bleak, the better Style: a feel that would look fitting for the Aliens, System Shock, or Deadspace universe. Texture Resolution: A standard movie poster size at 2592x3840 pixels (27 x 40 inches or 68.58 x 101.6 centimeters) Competition 2: A SciFi Medpack For competition number 2, we are looking for the best looking medpack that fits a dystopian scifi theme. The prize? You get a special forum badge. On top of that, we may use the mesh in the game, grant you committer status, and list you in the game's credits if we use your mesh. Here's the requirements: Function: a handheld medpack that will be on the floor for a player to pick up Style: a feel that would look fitting for the Aliens or Deadspace universe Size: small enough to be portable yet large enough for the player to see on the floor Special Features: place the origin point in a location where it makes sense for the player to hold the medpack so it can be easily attached to the players hand Polycount: under 5,000 with 3-4 levels of detail (if it works well with your mesh, engine automatically generated lod's are okay) Texture Resolution: 1024×1024 or less for each type of texture if possible, up to 2048×2048 if necessary for a more complex mesh
  • ParvanP

    If you find any bugs within anything we do, you're welcome to tell us here.

    Please provide as much detail as you can by describing exactly what you were doing when you experienced the issue.

    If you can, providing screenshots or videos can be very helpful if the situation calls for it.

    If it's a problem with Cardinal-Fall, the issue may already be on our issues tracker, but you should still post about it here. We will check the issues list and put it up there if we can reproduce the problem.


    We want to allow those who are less technical to participate in the bug reporting process. General users won't find it easy and convenient to open/create issues within our repositories. Here we allow anyone, even unregistered guests, to post in order to have a more painless bug reporting experience.
  • ParvanP

    We have a simple set of rules for the forums.

    • Vent negativity elsewhere
    • Utilize constructive criticism
    • Play nice with others

    If you are causing a problem on the forums, one of the moderators will send you a message about the issue. If you continue to cause problems, we may ban your account.

    If you have an issue with another user, message a moderator instead of making it public. We aren't here to brigade anyone. If you don't get a reply from that moderator, you may want to message another until you do.


    We will delete posts which violate the laws of the United States of America.
    Let a moderator know if there is a post in question.


    As of 08-2025, guests can reply to a topic without an account. But only users can create new topics. Also, we would prefer if you verify your email, but email verification is not a requirement. If the bots increase, we will change these policies.

    We want participation to be easy. Please don't abuse the guest posting privileges so we can keep it open for those who want to stay anonymous or don't want to commit to creating an account.


    We would like to keep our rules simple and easy to understand. If we need to expand this further, we will review and revise the rules we posted above.
  • ParvanP

    About:

    Here is the game menu from our game, Cardinal Fall, for use by the community.
    This project packages a combination of other community projects to create a single, easy to implement menu system.
    We will do our best to update the project with new engine releases.

    License:

    This Menu System is free to use under The MIT License. https://mit-license.org
    3rd Party Assets are discussed in the credits section below.
    More up to date information is available in the Readme.

    Screenshots:

    0_1470957328119_FriendsList.PNG
    0_1470957340083_HostGame.PNG
    0_1470957382025_ServerList.PNG

    Video:

    https://youtu.be/vpIki4P95WM

    Features:

    • Server Browser (With Steam and LAN support)
    • Client Internet and LAN Hosting Menu
    • Steam Friends List With Avatars
    • Pervasive Graphics Settings
    • Player Control Mapping
    • Controller Support
    • Game Settings
    • Credits Page

    Download:

    Metahusk Downloads: Cardinal Menu

    Credits:

    Project Credits:

    This project was put together by Parvan, but further credits for the resources we use go to Metahusk, mordentral, rama, The Tune Peddler, ZioYuri78, and Nick Darnell.

    Cardinal Menu:
    This project was put together by Metahusk using a collection of community content. Please credit everyone listed here and provide a link to our websites.
    (http://metahusk.com)

    Project Blueprints:
    This project’s blueprint files are released under the Creative Commons Attribution 4.0 International License. CC BY 4.0
    Please provide credit where credit is due. You must credit the following people listed below. You can find this information in the project’s readme.
    (https://creativecommons.org/licenses/by/4.0/)

    Main Menu by ZioYuri78:
    The basic menu framework is an adaptation of ZioYuri78’s ‘Main menu and in game menu with basic game, graphics, controls and audio settings.’
    (https://forums.unrealengine.com/showthread.php?103583-C-Blueprint-Main-menu-and-in-game-menu-with-basic-game-graphics-controls-and-audio-settings)

    Online Browser by mordentral:
    The online browser utilizes mordentral’s Advanced Sessions Plugin.
    (https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin)

    Rebindable Keys by rama:
    The key binding system utilizes Rama’s UMG Rebindable Key System, Rebind keys at Runtime.
    (https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!)

    Background Music by The Tune Peddler:
    The music used in this project is owned by The Tune Peddler. You do not have permission to use the project’s music without agreeing to the terms at The Tune Peddler’s website. As of July 2016, this includes a $5 a month subscription fee.
    (http://thetunepeddler.com/)

    LoadingScreen plugin by Nick Darnell:
    The LoadingScreen plugin was provided by Nick Darnell and was released under The MIT License.
    (https://github.com/ue4plugins/LoadingScreen)

    How To Help:

    If you found a bug, would like to contribute, expand this project, or upgrade it to a newer version of the engine, please follow the instructions here and respond in this thread with your ideas or contributions.

    How To Donate:

    Our organization is a IRS 501(c)(3) recognized tax exempt nonprofit.
    We will provide an emailed donor acknowledgment letter to those who donate $250 or more to our organization, as required by the IRS. Our apologies to donors outside of the United States. We will not be able to provide you with any tax benefits for donating to our organization.

    Donate Here

    Thank you,
    -Metahusk


    The database was rolled back to 2020 due to news that the new host we migrated to in 2021 had their management portal compromised. There is no evidence anything here was breached, but for the safety of our members, we decided to completely redo the server from the ground up and used an older backup to ensure nothing was injected into the database. This was a lot more work than most would imagine. We apologize for any posts you may have lost but we believe this was the correct decision.