Luximora's Game Development Logs
Inferno Affairs

Premise:

Alright, so this is the first dev blog for my new project, that I’m naming Infernal Affairs. For those who missed my earlier posts, I'm making a horror game trying to go for a liminal vibe, the protagonist is an incubus soldier working for the human resistance against the demon lord. I originally had a more grand idea for a story that you can see a bit of in that old post, but I abandoned it after reading a post replying to it about smaller scope stories that are more character driven, which after sitting on that for a few days, I find more fun to write anyways. The game will have survival horror elements where you're scavenging for items. The sex scenes will be unlocked through the story, in between missions you can talk to characters in a hub to level your friendship with them, that part won't be super in depth, as I don’t want to balloon the scope of this game but I want it to feel at least cozy and fun.

Table of Contents:

- Week 1 - Getting Started
- Week 2 - The First Level

Week 1 (5/10/2025) Getting Started:

Game Foundation

Making a proper foundation takes forever but once it's done, the other stuff gets done alot faster. Here's the basics I've implemented so far:


Player Controls & Combat


Weapon System

I was worried about this since this is one of the more important parts of a survival horror game but so far I'm pretty happy with how it's turning out:


Combat Feel

Related to weapons, it was important to make this work well, so far I think it's good, it could be a case of game dev glasses though, since I'm the one making it I may have gotten used to anything that isn't great so lemme know if anything looks bad:


Camera Decisions

This was a tough one to figure out:


Enemy Development

Just started on this toward the end of the week:


Concept Art

Nothing to show off since they're so sketchy right now but heres what I’ve drawn:


What's Next

For next week I'm planning to:


Honestly, making a game with this vibe is pretty challenging but fun, there were some parts where I had doubts, the weapon system and animations were a massive headache but I’m happy with the progress I got in a week, I hope I can keep this momentum.

Everything is still using placeholder models and the environments aren't ready yet. But I promise it’ll eventually come together, I went outside on a walk yesterday taking a bunch of pictures for inspirations on environments since I live next to a place I always found sorta creepy, so I’ve been using that as inspiration and also took some screenshots of some places on google earth too so I hope the environments will have a nice vibe.


Week 2 (5/17/2025) The First Level:

Shorter update this week. I've been grinding away on a few key systems and spent a ton of time on level design, which doesn't translate to a big changelog but was still a mountain of work.

Inventory System

After much deliberation, I went with a radial menu for the inventory system. The player will only be able to hold 8 items at a time, which is intentionally restrictive:

It took a surprising amount of time to implement this seemingly simple system. Had to refactor a bunch of code to make it work properly:

Level Design

This ate up most of my week but doesn't look impressive in a changelog:

The mall is going to be the first major area of the game. Think of it as a twisted, liminal space version of a shopping mall. It's familiar enough to be recognizable but warped in ways that make it unsettling. I'm going for that backrooms vibe where everything is just slightly wrong.

Camera System

Next Week's Goals

I feel like I might have jumped the gun a bit on level design. The core gameplay systems still need refinement, so next week I'm planning to:

I need to make sure the moment-to-moment gameplay feels good before I get too deep into environment building. No point having a cool mall if moving around in it feels like crap.

Until next week,

Week 3 (5/23/2025) Working on Enemies:

Posting this on Friday instead of Saturday since I'll be on a short family trip this weekend. Also, I realized I forgot to post a video showing off the weapon swapping last week, so there's a video at the bottom for you all to check out.

This week was all about combat and enemy AI, working more on the core gameplay to actually work instead of just having systems sitting there doing nothing.

Animation & Input Improvements

Started the week by cleaning up some fundamental stuff that was bugging me:

These aren't sexy changes but they make everything feel so much better. The old animation system was a pain to scale up if I wanted to add more situational animations in the future, so this was necessary before adding more complex behaviors.

Enemy AI & Patrol System

This was the big focus this week and I'm pretty happy with how it turned out:

The AI feels pretty good for how simple the implementation is, I'm pretty happy with it right now.

Combat System Overhaul

Finally got actual combat working instead of just having the pieces sitting there:

Stagger Mechanics

This one's important but invisible:

Enemy Attacks & Balance Issues

Enemies can finally fight back, but it's... a work in progress:

The combat balance is still wonky. Right now it feels more like a comedy than horror, which could be remidied with atmostphere and making models more intimidating and making stronger monsters. It's definitly a WIP.

Next Week's Focus

Going to keep iterating on combat feel and enemy behavior. The foundation is there but it needs serious refinement to hit the right tone. Also want to add more enemy variety and maybe start working on environmental hazards. I'm also thinking about adding weapon throwing, it would give the player quite a bit of range and do bigger damage and stun the enemy, but your giving up your weapon, and the controls may make it difficult to pick it up in a tense situation.

Here are the vids: