Dev Log #5: Embers Ignite – From Chaos to Completion [Proof of concept early demo]
Dev Log #5: Embers Ignite – From Chaos to Completion [proof of concept demo]
Hello, fellow wanderers of the Outer Dark! 🌌 This is it—the big one. The culmination of weeks of crafting, debugging, polishing, and yes, some yelling at Unity. Embers of the Outer Dark has gone from dream to demo, and I couldn’t be prouder of what we’ve achieved.
This devlog isn’t just a celebration of progress—it’s a testament to the struggles, triumphs, and creative madness that went into this project. So buckle up, because we’ve got a lot to cover (Oh and it is now ready for download FYI, after reading this get it, play it, leave a comment).
🎮 Gameplay Mechanics – The Foundation is Set
We’ve built a game that plays, feels, and looks incredible. Here’s what we accomplished:
- Core Systems Complete:
- Player Movement: Smooth, responsive, and polished. From sliding and sprinting to crouching and leaping, it all feels right.
- Combat: Melee and spellcasting mechanics are fully functional.
- Environmental Traps: Spikes and swinging blades are not just hazards—they’re personality-filled death dealers. Random timing variations keep players on edge.
- Loot System: Health, mana, and embers are collected from fallen enemies, adding a satisfying reward loop to every battle.
- Enhanced Feedback:
- HUD Feedback: Dynamic health, mana, and ember counters provide real-time player updates. Cooldowns are visually represented for seamless spellcasting.
- Combat Feedback: Hits pack a punch with screen shakes, blood effects, and enemy hit reactions.
- Persistent Systems:
- The Persistent Scene Manager is a triumph, seamlessly managing loading screens and transitions between levels, including visual progress bars.
👹 Enemies – Your Doom Beckons
Enemies in Embers of the Outer Dark are more than just obstacles—they’re challenges with personality.
- AI Variants:
- Melee Fighters: The Scorched will chase and club you to oblivion.
- Ranged Casters: Tactical and sinister, they pepper you with projectiles while staying just out of reach (currently removed from this version of the demo, bummer I know, but it just didn't feel like the right environment next update will have them).
- Spawning Logic: Static and proximity-based spawning systems create dynamic encounters that keep players on their toes.
- Visual Flourishes:
- Enemy death effects now include explosive gore and bone showers.
- Hit effects appear mid-body for a more impactful and visceral feel.
🎨 World Building and Atmosphere
The catacombs are alive—or as alive as an ancient, haunted crypt can be.
- Lighting Overhaul:
- Ambient lighting, post-processing, and real-time shadows combine to create a dark yet navigable world.
- Subtle environmental lights guide players through the abyss without sacrificing the oppressive atmosphere.
- Environmental Design:
- The level block-outs are complete, featuring a hidden passage, destructible walls, and eerie ambiance.
🔊 Audio Systems
Sound design took center stage, transforming Embers of the Outer Dark into a fully immersive experience.
- Music:
- The Main Menu features an ominous, haunting score.
- Level0's score brings it up a notch with manic urgency.
- Sound Effects:
- Unfortunately SFX was an after thought for the concept demo. I do understand it adds a layer of refinement, and thus is why SFX is higher up on the priority list for future builds.
📋 Backlog – What’s Waiting in the Shadows
With the demo submission looming, some features were deferred to post-demo development:
- Wolfenstein-Style Puzzles: Push-walls [somewhat already integrated], levers, and pressure plates will add a layer of environmental complexity.
- Insanity System: Balancing power and corruption remains a tantalizing mechanic for future development.
- Expanded Enemy AI: More enemy types and behaviors are waiting to be unleashed. Along with varying levels of "Bosses"
- Dynamic Spell Expansions: Secondary spells and modifiers will evolve the combat system.
- Cutscenes: Both the intro and ending sequences will require cinematic flair.
- Sound Effects: Sound effects just weren't a major priority for me.
- And so much more stuff..
💭 Final Challenges and Triumphs
- The Mouse Sensitivity Saga: This nearly derailed the project, but we persevered and reverted to ensure solid controls.
- Lighting Woes: Shadow flickers and dark spots plagued development, but the final result is a feast for the eyes [shaders and materials].
- Pause and Menu Refinements: From locking the mouse to transitioning scenes, every detail is now polished.
- Collisions behaving badly: From walk through walls to running on them and spinning uncontrollably on the ground when you perform a slide at odd angles. There was a moment to where all hope was "lost" (just a brief moment thankfully).
✨ Next Steps – Beyond the Demo
The concept demo is complete, but this is only the beginning.
- Expand the madness system, tying it directly into combat and exploration.
- Build out the full catacombs with additional layers, secrets, and horrors.
- Introduce destructible environments and interactive puzzles.
- Develop new spells, weapons, and enemies to challenge players.
- Inventory system. Weapon and Spell upgrade. Drop weapons and spells for new ones
- Controller support.
- Introduce a Wolfenstein like "business" model: Episode based. Each episode has 10 + "floors" (levels), and the first Episode will be free of charge (Call it a lengthy demo, call it a free game, call it whatever you wish). More on this in the near future.
- Refine, refine, refine—the journey has just begun.
🎉 A Moment of Gratitude
To everyone who has been part of this journey—thank you. This demo represents months of dedication, creativity, and learning. Whether it succeeds or simply serves as a foundation for the future, Embers of the Outer Dark is a labor of love.
The Outer Dark awaits. Let’s step boldly into it.
🔥 Until next time, keep the embers burning bright! 🔥
Get Embers of the Outer Dark
Embers of the Outer Dark
a dark fantasy first-person spell-casting game.
Status | Prototype |
Author | nibiru_imagineering |
Genre | Shooter, Action, Adventure |
Tags | Dark Fantasy, First-Person, FPS, Horror, Lovecraftian Horror |
Languages | English |
More posts
- Dev Log #4: Dancing with Darkness59 days ago
- Dev Log #3: The Spellcaster’s Arsenal Expands!76 days ago
- Devlog #2: Summoning Progress and Power-Ups!82 days ago
- Devlog #1: Embers of the Outer Dark - Prototyping Begins88 days ago
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