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 3 - Working on Enemies
- Week 4 - Throwables
- Week 5 - A Dry Week
- Week 6 - The Mall
- Week 7 - Mapping

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:

Week 4 (5/30/2025) Throwables:

Shorter update this week since I got completely absorbed by implementing one particular mechanic that ended up being way more complex than I anticipated.

Weapon Throwing System

This was the big focus and honestly ate up most of my week:

Sounds simple, right? Wrong. This one mechanic turned into a coding nightmare:

I probably spent 80% of my week just getting this one feature to work without breaking everything else. But I think it was worth it, it adds a tactical element to combat and resource management that fits the survival horror vibe well.

Enemy AI Improvements

Made a small but important tweak to enemy behavior:

It's a tiny change but it makes the AI feel more believable. Instead of immediately going "welp, guess they're gone" and walking away, they actually search the area. I think I can push this further in the future though maybye circeling the area it last saw the player or something.

Environment Work

Started getting my hands dirty with actual level creation:

Until next week!

Week 5 (6/07/2025) A Dry Week:

Real quick update this week since finals are kicking my ass and I've got a bunch of other projects due.

Texture Work

Started working on a texture atlas for the game models:

Environment Assets

Made some progress on actual 3D content:

Nothing too exciting visually yet at all, I'm still trying to get my footing with blender but I've been looking at tutorials of how to make game environments on Youtube in my free time to learn the process so I'll get better.

Real Life Getting in the Way

I really couldn't get much done this week because of finals and a mountain of college projects. On top of that, there's a big family holiday coming up, so I was swamped with other stuff. Next week will probably be similar since finals aren't over yet.

But after that it's the second session of the college semester which is shorter, and then summer break. So development should pick up significantly once I'm not juggling schoolwork.

Looking Ahead

Once I get through this busy period, I want to focus on:

Sorry for the short update. The game is still moving forward, just at a slower pace while I deal with academic stuff.

Back to cramming for finals,

Week 6 (6/14/2025) - The Mall:


Yo, so I have to be honest about something. I ended up restarting last weeks 3D scene from scratch, which unfortunately makes last week's progress kind of moot.

Learning from Mistakes


So here's what happened, I was so swamped with last week that instead of properly studying Blender tutorials, I rushed to make something just so I'd have content for the dev blog. That was a mistake, and the work I did was very sloppy.

This week I took the time to actually study more Blender tutorials properly, and because of that knowledge, I decided it was better to restart from scratch rather than try to fix the rushed work. In hindsight, I should have just studied last week and been okay with having a lighter dev blog entry. I've learnt my lesson, I won't be rushing myself just to have something to write about. That being said, while the roll back is unfortunate, I made a decent amount of progress this week with modeling since I now know how to work faster in Blender and I ended up going alot further than last weeks half baked scene.

Mall Environment Progress


Lighting Experiments


Started experimenting a bit with the lighting:

Level Design Work


Made solid progress on the layout:
Finished blocking out these sections (note: they're just blocked out with basic silhouettes, not final):

Character Art

Here is the protagonist, now I personally am very proud of how he looks, however, I am obviously biased, since this he both a solider and a incubus I tried incorporating both of those into his design. I used a the "tacticool" aesthetic for the main inspiration of his design, and made his femboy-ish since he is an incubus and from my research those guys are depicted as either sexy androgynous people or really weird ugly penis creatures, and I really didn't want to go for the ladder.

You'll also notice it's using pixel art, I probably mentioned this before but when it comes to digital art I'm far better at pixel art, the smaller resolution lets be tweak small details easily to get to what I'm going for. I have an I-Pad to draw on but I'm still struggling with it, and while making a game, I don't want to feel like I'm fighting the process. I'll of course continue practicing, weather it be for this game or a game in the future, I do eventually want to have drawn art in my game, but for now it'll be pixel art, I think it fits the retro vibe of the game anyways.

I also got started on the first female love interest, its just a sketch now but you'll see her next week.

Moving Forward

Now that I've got better Blender skills and a clearer vision for the lighting, I should be able to make much faster progress on the environment.

VIDEOs:

Week 7 (6/20/2025) Mapping:

This week I decided to pump the brakes on blocking out the mall and focus on making absolutely sure I have the layout nailed down. Better to spend time planning now than having to rework everything later.

Mall Map Planning

I've been working on detailed maps for all three levels of the mall:

I've got the maps laid out with all the important locations, key placements, and connections between areas with each pixel translating vaguely to 1 foot (3 pixels ~= 1meter). It's been alot harder than I expected since I need to think about how a fresh player would walk around the mall and think about how I can invisibly guide them to places and make sure they don't get lost but definitely don't want to hold the players hand. I won't go into too much detail here since it would spoil things, and honestly by the time the demo comes out you'll probably forget the specifics anyway. But having this comprehensive blueprint means I can block out areas with confidence instead of second-guessing myself or changing my mind and re doing a past area from scratch.

Taking this step back to plan properly feels like the right call. I learned my lesson from a few weeks ago about rushing ahead without proper foundation work.

Commander Character Art

Finished the pixel art for the commander character and I'm really happy with how she turned out. The blacks kind of bleed into each other but the curves are suggested with just a few lighter pixels - it gives her this brooding, tough appearance that fits perfectly with what I had in mind. She is generally not on the but more of a strategist. That being said, she could absolutely hold her own if ever needed in a fight.

She very married to her work and the mission. Don't have a name for her yet, but she's going to be your commanding officer, the one sending you on missions, briefing you on what's happening, acting as a sort of mentor figure.

The relationship starts as purely professional, cold and de-attached, but it slowly develops into an actual connection as the story progresses.

Next Week's Focus

I'm going to finalize the map layout in the first half of the week and after that I can get back to blocking out areas with confidence. I want to finish the white boxing for the remaining sections and start adding some proper geometry to the entrance area.

Until next week,