Lambeer
The authoritative standalone HTML documentation for Lambeer. Search by system, ID, type, category, status, or unresolved decision.
Lambeer.uproject declares Unreal Engine 5.8, while the
source GDD overview and technical stack still name 5.7. The HTML pages
preserve the source text and flag the verified current version.
Art & Audio
3 documentsArt Direction & MetaHuman Pipeline
Art direction — CONFIRMED
Audio Direction
Audio is a survival-game force multiplier: it carries tension, telegraphs threats, and is a gameplay signal (sound attracts zombies; gunfire reveals you). Treat key sounds as gameplay, not just polish.
Reference Games
System references now include Project Zomboid as the map-design touchstone for connected settlements and enterable buildings.
Design
2 documentsEnemies
3 documentsBoss Zombies (Signature System)
Boss zombies are the endgame driver and the most distinctive feature of Lambeer. They gate the most powerful weapons and grant permanent buffs to the players who first defeat them. Design and progression rules cross-reference ../01-Gameplay/07-Crafting-and-Progression.md(../01-Ga
Zombie & Boss Roster
Searchable design roster for common zombies, boss tiers, and the dynamic horde event.
Zombie Design
Zombies are the primary threat and feature multiple types — CONFIRMED. They provide constant PvE pressure that coexists with PvP, drive loot/resource gain, and culminate in boss encounters (see 02-Boss-Zombies.md(02-Boss-Zombies.md)).
Gameplay
14 documentsBlood Visual (Stains, World Feedback, HUD)
Persistent visual blood contributes to a server-authoritative periodic infection-risk check.
Building System
Free-form (Rust-like) construction — CONFIRMED. Players place modular structural pieces that snap together to form custom bases. Bases are persistent on the server and raidable by other players.
Character Creation & Appearance
Overview
Combat System
Balanced gun + melee combat with dual-wielded one-handed weapons and swingable/throwable improvised world props — CONFIRMED.
Core Gameplay Loop
The loop at three timescales
Crafting & Progression
Progression is gear/loot + a crafting tech tree, with a signature boss-driven layer on top — CONFIRMED. There are no global character levels; Phase 2 adds per-skill learn-by-doing proficiency so repeated activities improve related capabilities without turning the game into a trad
HUD & UI System
Canonical player-facing specification for HUD, menus, maps, inventory, crafting, building, workbench, social, settings, accessibility, UX flows, widget hierarchy, and SVG icon assets.
Inventory & Items
SCUM-style containers and held items; approved character grip references, per-item/body calibration and two-hand IK across firearms, melee and held inspection items.
Item IDs
Catalog of every FInventoryStack.ItemId currently registered as a Data Asset. This page indexes IDs; it is not the runtime item database.
Player Character
Overview
Player Statistics & Achievements
Persistently tracks zombie kills, deaths, time alive, damage dealt, and distance travelled for every player, then uses those totals to unlock achievements.
Survival System
Full-sim survival — CONFIRMED. The player manages multiple decaying needs. Neglect causes escalating penalties and eventually death. This is a primary source of the "push" that forces players out of safety.
Weapon Customization (Workbench & Field)
Weapon attachment, magazine, and repair rules. Includes Lamla Arms L1810 pistol content, compatible LRD-01 red dot, LS9-01 suppressor, and LTL-100 flashlight / laser with product markings. Remaining catalog and gameplay decisions are TBD.
Wetness and Rain
When it rains, exposed characters and worn/held surfaces get wet. Wetness is a real, replicated visual (and optional survival) state — not only a sky/particle effect.
Multiplayer
5 documentsClans & Squads
Full clan + squad systems — CONFIRMED. Players can form small tactical groups (squads) and larger persistent organizations (clans). Group identity drives cooperation, base ownership, and territory.
Network Architecture
RISK This is the highest-cost, highest-risk area of the project. Persistent, server-authoritative, raidable PvPvE for ~40–60 players is genuinely hard. Treat the networking + persistence backbone as a Phase-1 first-class deliverable, not something to retrofit.
PvP, Raiding & Trading
Player-vs-player interaction is core to the PvPvE experience. Players can fight, raid each other's bases fully, and trade only by dropping items.
Servers & Hosting
Both official-dedicated and player-hosted servers — CONFIRMED. Players can join servers run by the developer and can also rent/run their own dedicated servers (Rust-like).
Production
4 documentsDecision Backlog
Searchable list of unresolved decisions in the authoritative HTML documentation.
Project Setup Steps
Canonical foundation checklist plus detailed ROAD-P00-02 clean checkout/LFS/build and ROAD-P00-03 packaged Linux dedicated-server with owner-run two-client validation procedures.
Risk Register
The biggest risk to Lambeer is scope vs. team capacity: an indie team building a Rust/DayZ-class persistent PvPvE survival game. This register lists the concrete risks, their impact, and mitigation direction. Revisit each phase.
Roadmap & Milestones
32 focused production phases with evidence-based status, concrete work packages, dependencies and acceptance gates. Next existing gate: G4.2 Inventory UI, then G4.3 HUD artwork and G5 frontend.
Project
1 documentsTechnical
7 documentsPerformance Profiling & Debugging
Detailed UE 5.8 runbook: CPU/GPU, memory/GC, loading hitches, UI/inventory, Dedicated Server + two clients, trace commands, instrumentation and before/after evidence. Owner-only PIE procedure; no measured results. Existing performance-target decision remains open.
C++ & Blueprint Guidelines
C++ is primary; Blueprint is allowed where it is the right tool — CONFIRMED. This document defines the division of responsibility so the codebase stays performant, networkable, and maintainable.
Content Folder Structure (UE5 Best Practice)
This defines the canonical layout for Content/ and the asset naming conventions. Following it from day one prevents the disorganized asset sprawl that plagues survival projects with thousands of assets.
HUD & UI Implementation Plan
Ordered Hybrid CommonUI + UMG implementation plan with verified
baseline, target files, migration gates, detailed task register,
authority boundaries, failure handling, and test evidence. G3 gameplay HUD slice closed 2026-09-10 after owner-reported checklist 1–8 (colored bars, back weapons, ADS, no HitMarker, nearby blood, low-HP edges, rain-lens droplets, prompt quantity/denied). Rain VFX is out of G3. HOLD text waits for a real hold action. G3.2 skeletal L1810 and magazine-as-item passed owner PIE 2026-09-11; wet-look remains deferred. G4 started 2026-09-11. Owner reported UI-CORE-001 and UI-CORE-002 inventory PIE passed 2026-09-12 (Tab toggle, Worn slots, clothing pickups; commands 2026-09-11). UI-CORE-004 world map C++, WBP_WorldMap and temporary T_WorldMap_Temporary exist 2026-09-12. Owner reported the north-up minimap and frozen full-map death diamond passed 2026-09-12; pan/zoom/center, shared ping, filter toggles, map↔inventory Tab switching and zoom-clip retest passed 2026-09-13. Owner reported the UI-CORE-005/UI-CORE-006 follow-through 2026-09-12: packed backpack dump, loot-panel individual take, and immediate-respawn HUD refresh. Owner reported UI-CORE-005 passed 2026-09-13. Owner reported UI-CORE-006 Last Bed and four-town Fresh Spawn passed 2026-09-13. Owner reported UI-CORE-007 dedicated-server pause passed 2026-09-12 and standalone PAUSED 2026-09-13. UI-CORE-008 C++ and WBP_Settings exist 2026-09-12. Owner reported the language/font retest passed 2026-09-13 (Thai settings labels with FF_UI_Primary); Owner reported Display Revert passed 2026-09-13. Owner reported UI-CORE-008 passed after rebuild: HUD has no Text Scale control (locked at 1.0). Gate G4 closed 2026-09-13. G4.2 (UI-CORE-003) is in progress: Inventory textures imported; WBP_ContainerTransfer reparented to ULambeerContainerTransferWidget; widgets compiled/saved against the rebuilt Editor 2026-09-13; 28 Inventory.* keys saved in ST_UI_Common_EN/TH after owner PIE showed missing-string chrome; owner PIE retest pending. Xbox/PlayStation remain deferred.
Player Locomotion Animation Guide
Detailed beginner workflow for a Direction × GroundSpeed Blend Space 2D, authored transitions, foot synchronization, crouch, prone, jump, and all 438 verified In-Place animation assets.
Source Code Structure (C++)
This defines how the C++ source is organized so it mirrors the design and stays maintainable. It complements the content layout in 03-Content-Folder-Structure.md(03-Content-Folder-Structure.md).
Tech Stack & Engine
Engine & project facts (verified from Lambeer.uproject)
World
2 documentsVehicles
Drivable vehicles are in — CONFIRMED. Vehicles serve traversal across a large open world, hauling loot/resources, and squad mobility.
World Design
Complete seven-settlement/island concept with owner-confirmed limited-area proof before full-map expansion. Map dimensions, travel, exclusions and laboratory/underground details remain open.