Luximora
Newbie
- Jun 17, 2024
- 45
- 55
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.
Past Weeks:
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:
This ate up most of my week but doesn't look impressive in a changelog:
Camera System
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:
Until next week,
Media
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.
Past Weeks:
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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:
- The limited inventory forces players to make tough choices about what to carry
- You'll be able to store excess items in chests located in safe areas
- This creates a nice tension between exploration and resource management
- I might adjust the size depending on playtesting and how many resource types end up in the final game
- Created a proper item class that's more flexible
- Remade the weapon class to extend from the item class (much cleaner)
- Revamped how items are loaded to work with the new inventory system
This ate up most of my week but doesn't look impressive in a changelog:
- Completely finished the concept for the mall map
- Labeled all important locations, locked doors, key placements, etc.
- Started blocking out the actual 3D space for the mall
- Working out enemy placement and resource distribution
Camera System
- Finally implemented proper camera switching for the fixed cameras
- Still need to tweak the transitions to feel smoother
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:
- Clean up the player controls to feel more responsive
- Actually add enemies you can battle (right now I've got the systems but no actual enemies to fight)
- Work on the overall game feel and polish the combat
- Add proper hit detection and feedback
Until next week,
Media

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