Pokémon Love Link - Weekly Dev Blog (Current: Week 1 - Getting Started)

Luximora

Newbie
Jun 17, 2024
44
54
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 1 (5/10/2025) Getting Started:


What I've Done This Week
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 character with movement
  • Camera system (both fixed cameras that’s meant to feel like a camera on a wall watching you and a 3rd person option just for testing purposes)
  • Scene switching
  • CRT filter and color grading for that liminal vibe
Player Controls & Combat
  • Built a state machine for the player (this makes everything cleaner code-wise)
  • Added/removed/re-added a dodge mechanic (toned it down from DMC to more Dark Souls-esque with harsher timing)
  • Added a jump then removed jumping entirely after testing, felt too empowering for the vibe I want
  • Fixed animation issues
  • A parry, I’m still not sure about this but I feel like if i make sure it's not op and the reward for parrying isn't too high it’ll be nice, like a last resort that you don't want to use unless you have to since it's not super reliable when your about to be attacked
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:
  • Created a weapon class with different types (Melee, Gun, Punch)
  • Added weapon properties like damage, durability/ammo, and cooldown
  • Added the ability to swap current weapon with items on floor or drop weapons
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:
  • Created attack animations with variations (so you're not seeing the same punch over and over)
  • Added animation canceling code
  • Built a move queue system for those moments when you press attack 0.1 seconds too early but want the game to remember it
  • Added placeholder sound effects to make it feel less empty
Camera Decisions
This was a tough one to figure out:
  • Started with fixed cameras only
  • Added 3rd person option to test out, I was worried that combat would turn really hard and tedious with the fixed cam
  • Current plan: After testing, im not really worried about the fixed cam being annoying, the 3rd person cam does seem to give a very different vibe as well for what I want to do so I think I’ll abandon it, just keeping it as a dev option if you hit a specific code or something, it’ll be nice for debugging though so it wasn't a waste to implement
Enemy Development
Just started on this toward the end of the week:
  • Refactored player code so enemies can share the same base
  • This makes interactions between them way cleaner
  • Beginning to implement enemy behaviors and AI
Concept Art
Nothing to show off since they're so sketchy right now but heres what I’ve drawn:
  • The player, tried to go for a tacticool look
  • A brawler like enemy
  • The map for the first mission of the game, little be a compact, almost suffocating warehouse, at least that's the vibe im going for
  • The first love interest, she’ll be a hard ass, and your commander, telling you your missions and stuff
What's Next
For next week I'm planning to:
  • Implement the health/damage system fully
  • Create at least one proper enemy with attack patterns
  • Start designing the first mission area
  • Begin work on the inventory system
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.

(Ignore the duplicate post below, I plan on editing this main post in the future to show the current week, so the duplicate is just there for the thread and archival purposes)
 
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Luximora

Newbie
Jun 17, 2024
44
54
Week 1 (5/10/2025) Getting Started:

What I've Done This Week
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 character with movement
  • Camera system (both fixed cameras that’s meant to feel like a camera on a wall watching you and a 3rd person option just for testing purposes)
  • Scene switching
  • CRT filter and color grading for that liminal vibe
Player Controls & Combat
  • Built a state machine for the player (this makes everything cleaner code-wise)
  • Added/removed/re-added a dodge mechanic (toned it down from DMC to more Dark Souls-esque with harsher timing)
  • Added a jump then removed jumping entirely after testing, felt too empowering for the vibe I want
  • Fixed animation issues
  • A parry, I’m still not sure about this but I feel like if i make sure it's not op and the reward for parrying isn't too high it’ll be nice, like a last resort that you don't want to use unless you have to since it's not super reliable when your about to be attacked
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:
  • Created a weapon class with different types (Melee, Gun, Punch)
  • Added weapon properties like damage, durability/ammo, and cooldown
  • Added the ability to swap current weapon with items on floor or drop weapons
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:
  • Created attack animations with variations (so you're not seeing the same punch over and over)
  • Added animation canceling code
  • Built a move queue system for those moments when you press attack 0.1 seconds too early but want the game to remember it
  • Added placeholder sound effects to make it feel less empty
Camera Decisions
This was a tough one to figure out:
  • Started with fixed cameras only
  • Added 3rd person option to test out, I was worried that combat would turn really hard and tedious with the fixed cam
  • Current plan: After testing, im not really worried about the fixed cam being annoying, the 3rd person cam does seem to give a very different vibe as well for what I want to do so I think I’ll abandon it, just keeping it as a dev option if you hit a specific code or something, it’ll be nice for debugging though so it wasn't a waste to implement
Enemy Development
Just started on this toward the end of the week:
  • Refactored player code so enemies can share the same base
  • This makes interactions between them way cleaner
  • Beginning to implement enemy behaviors and AI
Concept Art
Nothing to show off since they're so sketchy right now but heres what I’ve drawn:
  • The player, tried to go for a tacticool look
  • A brawler like enemy
  • The map for the first mission of the game, little be a compact, almost suffocating warehouse, at least that's the vibe im going for
  • The first love interest, she’ll be a hard ass, and your commander, telling you your missions and stuff
What's Next
For next week I'm planning to:
  • Implement the health/damage system fully
  • Create at least one proper enemy with attack patterns
  • Start designing the first mission area
  • Begin work on the inventory system
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.
 
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