Devlog · Dev notes

The working log, day by day

Every step of the build, written down as it happened by Claude Code, the AI that writes the game’s code. 172 entries from the first empty Unity project to today, with the bugs, the dead ends and the decisions that did not make it into the videos.

October 2026

  1. Zone B huts and gorge

    Lean-tos with walls; 6 niche slabs along the descent; Keres and shade already match the plan. Build D:\Dev\Builds\EmbersOfOlympus\2026-10-30_0410. Tests 278 + 29. Zone B plan items all done except carved stump face and the…

  2. Area TODO files updated

    README, 00 (test counts, new gotchas), 02 Zone A, 03 Zone B, 04 boss arena rewritten with done/open lists. 01 Eleusis unchanged.

  3. Unreal port plan

    Plan for recreating the game in Unreal Engine 5.6 (C++), runnable on the local Ollama (qwen2.5-coder:14b): NAS folder Unreal Port Plan (README, ground rules, map, phases, data and levels, decisions, 261 task cards in tasks.json…

  4. Zone A enemies

    ShadeGear.cs: hoplites translucent with Corinthian helm, crest, linothorax; Bouzyges goad + garland. Tests green, committed. Mouse bug: no code cause found (see reply); asked user for details.

  5. build

    Build 2026-10-29_0919 (shades, Zone A restyle). Added Play_Windowed_Monitor1.bat to test the mouse on a normal-orientation screen. User display: screens 1,2 top (1=primary, flipped 180), 3,4 bottom normal. Bats…

  6. screen picker

    Settings Graphics Screen dropdown (GameSettings.Monitor). Build 2026-10-29_0941, bats copied. Not tested in the real game on 4 screens; label order may differ from Windows numbers.

  7. mouse check

    User confirmed the mouse is correct on the bottom (normal) screens. The reversed mouse was caused by the rotated top monitors (1 and 2), not by game code. Screen picker (Settings Graphics) and the Monitor3/4 launchers stay as the…

  8. Boss Area comparison

    Saved Gemini guides (Zone A, Zone B, Boss, ver 2/3) to Area Design PDFs\Suggestions from Gemini. Zone A paused. Compared Boss suggestion with ours; plan written there as Boss-Area-Comparison-and-Plan.md. Screenshots of the…

  9. Boss Area preview

    First-pass Greek redesign built as a preview: new Editor/PloutonionGreek.cs (Doric door in a rock-cut bay, bronze krater with hands, meander floor band, Lethe cisterns, cypress, stele ELPENOR, tomb doors, torches), wired into…

  10. Boss Area v2

    Hands rebuilt (nine open bronze hands, forearm + palm + jointed fingers). Tomb doors fixed (they were placed at world instead of local coordinates, and are kept out of the terrain lift); bays widened to 4.2 m. Tests 277 + 27…

  11. Boss unkillable fix, hands sway, start in boss arena

    Bug: boss at 0% could not be killed (DamageFlash threw with no renderer inside Health.ApplyDamage before Died; my krater is not under the boss object). Also fixed PlayerExperience level-up throwing (StaminaPool is not a…

  12. Boss arena stone, cypress, fog, carved names

    Stone grain + masonry detail, new cypress, thinner fog, names carved as normal-mapped inscriptions (ELPENOR, PATROKLES) in Attic letter forms. Build D:\Dev\BuildsmbersOfOlympus�6-10-29_1240. Tests 277 + 29 green.

  13. Krater detail

    Krater: relief frieze of supplicants, tongues, meander, egg-and-dart lip, volute handles with rosettes, lion-head spout, verdigris bronze. Build D:\Dev\BuildsmbersOfOlympus�6-10-29_1250. Tests 277 + 29 green.

  14. Doorway detail

    Fluted tapering columns, meander on architrave, antefixes, palmette acroterion, torch brackets, studded bronze door leaves ajar. Build D:\Dev\Builds\EmbersOfOlympus\2026-10-29_1301. Tests 277 + 29 green.

  15. Cliff walls, tomb doors, cisterns

    Quarried limestone facing with ledges and 12 votive niches; tomb doors with antae, rosettes, torches, offerings; raised Lethe cisterns with rippling water and a lion-head spring. Build…

  16. Ring in the air, dome, health text

    Fixed boss ground ray hitting its own box (ring floated 6 m up); fixed plinth capsule-to-sphere collider (invisible dome); readable HUD bar text; boss bar shows numbers, duplicate target frame hidden for the boss. New EditMode…

  17. Human shade hoplite, shut door, Patroklos

    Unburied Hoplite now a Sidekick human body as a translucent shade with helm, cuirass, spear, shield (no skeleton); boss door shut with ring knockers; second stele reads PATROKLOS. Build…

  18. Portal preview (not applied)

    Previews of a marble Greek portal (A: Ionic columns, B: door with pilasters) with a blue vortex and bloom, replacing the floor circle. Nothing applied to the game. Images: Area TODO/screenshots portal-preview-.png. Preview assets…

  19. Portal applied (A)

    Town portals now a marble Ionic doorway with the blue vortex, no floor circle (PortalDoor.cs, PortalVisual, PortalAssets, ReturnPortal facing). Build D:\Dev\Builds\EmbersOfOlympus\2026-10-29_1636. Tests 278 + 29 green. Seen…

  20. Town portal restored, marble door on waypoints

    Town portal casting back to the vortex in a rune ring. Waypoint pads (the floor circle) now have the marble doorway with the blue vortex (WaypointPadArt/PortalVisual marbleDoor). Build 2026-10-29_1657. Tests 278 + 29 green. Seen…

  21. Zone A finished

    Gate court paving irregular, channel water glossy with drifting ripples, wooden fences replaced by dry-stone walls, First Furrow a human shade (Sidekick body, ox-goad, garland). Gemini Zone A guides v2/v3 compared (nothing new…

  22. Zone B comparison

    Compared Gemini Zone B v2/v3 with ours; plan in Area Design PDFs\Suggestions from Gemini\Zone-B-Comparison-and-Plan.md; screenshots of the current zone in Area TODO\screenshots zone-b-now-. No code changed.

  23. Zone B mockups

    Six local Flux Schnell concept mockups for the Zone B plan saved in Area Design PDFs\Suggestions from Gemini\Zone-B-mockups. OpenArt had only 8 credits so it was not used. ComfyUI was started by hand on port 8188 on the 7900 XT…

  24. Zone B first pass

    ZoneBGreek.cs: Anthrakeion (lean-tos, charcoal clamps, ox-cart, table, trunk piles), Bomos of Demeter Chloe (temenos wall, steps, stele, well, pomegranate), ribboned stumps, HOROS stones. Removed mushrooms/crystals/rune…

  25. Zone B second pass

    Hiera Hodos road with lettered stelai (NIKIAS, KALLIAS, KLEINIAS, STRATON) and herms, black stream, white cypress; Katabasis Doric frame with Hekate Propylaia shrine, Hermes herm, pithoi; Warden is Hekate Kleidouchos (Pylartes)…

  26. Dryad Blight

    Hamadryad dress (ShadeGear.DressBlight): warm bark tint, dry-leaf crown and hair, red ribbon, clay figure. Build D:\Dev\Builds\EmbersOfOlympus\2026-10-29_2121. Tests 278 + 29.

  27. Greek display names

    Anthrakeion, Bomos of Demeter Chloe, Katabasis, Pylartes the Gate-Barrer, Gates of Plouton, Lethe Pools, The Acheron, The Unburied (display only; keys unchanged). Build D:\Dev\Builds\EmbersOfOlympus\2026-10-29_2211. Tests 278 +…

  28. Zone B fixes after play

    Cypress as a ragged spindle mesh (NaN tip bug found via bounds), near-black stream, Pylartes rebuilt with folds, face, arms, key and torch. Floating flames were torch fires, not a bug. Build…

  29. puddles from above

    Puddles were black seen from straight above. New material: generated sky-grey ripple texture (Art/Textures/T_Puddle_Sky.png) as base + emission, metallic 0. Tests 26/26 and 276/276, build 2026-10-27_2125.

  30. white blob, second pass

    Flame renderers had maxParticleSize 5; all particle renderers now capped at 0.12 (HubBuilder.TameSmoke; portal embers, sparks, dust 0.1). Tests 26/26, 276/276, build 2026-10-27_2143.

  31. white blob, third pass

    Bloom clamp 8 (DarkMood), puddle smoothness 0.7 with specular off. Suspected NaN/inf-bright glint bloom. Tests 26/26, 276/276, build 2026-10-27_2221.

  32. white blob found

    Cause: TimberHouse gable mesh, shared-vertex double faces cancelled normals (NaN). Fixed with separate faces and explicit normals. Tests green, build 2026-10-27_2231.

  33. sea and ships

    Sea darker (colour, smoothness .55, bump .45). West-harbour ships had null hull meshes (second harbour deleted the shared asset): cached; winding flipped, double-sided, hull lighter. Tests green, build 2026-10-27_2245.

  34. ships

    Longships (15 m, curled posts, gunwale, thwarts, raked mast, striped furled sail, rigging, steering oar) + 2 skiffs. Tests green, build 2026-10-27_2303.

  35. ships second pass

    Broader clinker hulls, beast-head stem, scalloped furled sail, tarp, larger skiffs. Tests green, build 2026-10-27_2315.

  36. ship textures, mist, foam

    Qwen-Image-Edit clean redraw - clinker + plank textures; mist + foam; TRELLIS whole-hull trials rejected (torn shells). Hunyuan3D rejected: licence excludes EU. Tests green, build 2026-10-28_0603.

  37. audit pass

    Muted roofs, darker plaza, teal sea. Blender repair of AI hull rejected. Open: clutter, wall decoration, plaza ring, house variety, whitecaps. Tests green, build 2026-10-28_0620.

  38. clutter pass

    Clutter.cs: ~22 piles (barrels, crates, firewood, hay, sacks, rope, cloth) at wall feet and house gaps, 3 ladders. Tests green, build 2026-10-28_0636.

  39. wall dressing

    WallDecor.cs: moss, ivy, 10 pilasters, 4 statue niches (teal glow), 5 banners. Tests green, build 2026-10-28_0715.

  40. plaza centre

    PlazaCentre.cs: carved ring floor decal, firelight pool, kerb, log seats. Tests green, build 2026-10-28_0731.

  41. house variety and smoke

    TimberHouse variants 0-4 (lean-to, cottage, tall, balcony+sign), 4 plaster + 3 roof washes, shutters, canopies, chimney smoke. Tests green, build 2026-10-28_0742.

  42. whitecaps and amber lights

    Two scrolling whitecap layers on every sea plane; door lanterns + pools on every house, pools under torches and stalls. Tests green, build 2026-10-28_0755.

  43. robed figures

    10 hooded robed figures (lathe robe mesh) round the fire: 2 arms raised, 2 kneeling, 6 standing. Tests green, build 2026-10-28_0835.

  44. sway and statues

    FigureSway runtime script; Statue.cs with 4 attributed statues. Tests green, build 2026-10-28_0905.

  45. street mist

    StreetMist.cs: 6 banks of low drifting mist, capped like all particles. Tests green, build 2026-10-28_0914. Mist fix: velocity curves must share a mode (two walk tests had failed); tests 26/26 and 276/276, build 2026-10-28_0920.

  46. ship carving

    Beast-head stem, aphlaston, ophthalmoi, embolon, sheer band, gilt. Tests green, build 2026-10-28_0929.

  47. grade pass

    Mist and whitecaps toned down; new teal storm sky (FLUX, seamless); dusk light teal-grey; sea teal-green. Tests green, build 2026-10-28_0952.

  48. worn ground

    GroundWear.cs: dirt/moss/wet decals, gate-street track, ~130 debris pieces. Tests green, build 2026-10-28_1013.

  49. plaza temple aged

    TempleWeathering.cs: re-tinted materials, moss and ivy decals, rubble. Tests green, build 2026-10-28_1022.

  50. ship visibility

    Lighter hull/deck/sail colours; 3 lanterns with warm lights per longship. Tests green, build 2026-10-28_1037.

  51. layout pass

    Acropolis.Shift (-10,-6) brings the terraces to the town NE corner; 62-step processional stair from the gate road. Town unchanged (tests/quests depend on it). Tests green, build 2026-10-28_1058.

  52. compact town

    4 infill houses; second south row dropped (blocked lap test + NPC doors). Walls/floor/NPCs unchanged. Tests green, build 2026-10-28_1114.

  53. compact layout

    East wall x33, CompactEast slides 238 objects -9m, temple to x17, acropolis shift (-19,-6), lap test re-routed. Tests 26/26, 276/276, build 2026-10-28_1157.

  54. house weathering

    Age(): roof sway, moss and repair patches, wall moss, beam ends. Tests green, build 2026-10-28_1223.

  55. denser ground

    ~200 decals, ~380 debris pieces. Tests green, build 2026-10-28_1238.

  56. brighter harbour

    Sea (0.05,0.38,0.34), smoothness .75, bump .6. Tests green, build 2026-10-28_1254.

  57. sea edge and ground

    ShoreEdge shallows+foam along bastion; ground patches smaller/softer. Tests green, build 2026-10-28_1354.

  58. acropolis merged

    Interior stair + wall doorway + walkable fenced terrace; new walk test. Tests 27/27, 276/276, build 2026-10-28_1445.

  59. grand stair and gateway

    Stair 9 m wide + balustrade; GateFrame carved gateway. Tests 27/27, 276/276, build 2026-10-28_1502.

  60. weathered stair and gateway

    WeatherAccess: aged materials, moss/ivy/stains/rubble. Tests 27/27, 276/276, build 2026-10-28_1512.

  61. deeper sea

    Sea (0.02,0.20,0.20); shore strips 7.5 m. Tests green, build 2026-10-28_1611.

  62. tighter south

    SouthSlide 8 m (189 objects + Port_South), outer stair removed, tests re-routed. Tests 27/27, 276/276, build 2026-10-28_1643.

  63. acropolis right, mid stair, fieldstone

    Shift (-17.5,-76), stair at z -11.5..10.5, MarketWest slides 131 objects, terrace walls in SM_DryStoneWall. Tests 27/27, 276/276, build 2026-10-28_1710.

  64. density pass

    Density.cs: 3 houses, 7 stalls, 1 canopy. Tests 27/27, 276/276, build 2026-10-28_1738.

  65. harbour pass

    Lamp glitter, skiff lanterns, denser mist, south quay shallows. Tests green, build 2026-10-28_1757.

  66. crowd pass

    Crowd.cs scatter: 1 hut, 4 stalls, 42 piles, route-safe. Tests 27/27, 276/276, build 2026-10-28_1830.

  67. area design PDFs

    4 PDFs (Eleusis town, Zone A, Zone B, Boss area): story, area as built, enemies and minibosses, Greek-history redesign plan. Folder: \the local network\share\devmbers-of-olympus\Area Design PDFs. Generator scripts in the session…

  68. THE PERIOD RULE

    Owner: the game is set in the 5th century BCE, between 447 BC and 406 BC. All artwork must fit that window; nothing modern or later. Recorded in docs/GREEK-AUTHENTICITY.md and memory. Anachronisms being removed: half-timbered…

  69. Greek houses and roofs

    TimberHouse redrawn Greek; period fixes (jars, straw, linen awnings, oil lamps); PDFs updated with the period note. Tests 27/27, 276/276, build 2026-10-28_1918.

  70. triremes

    Athenian triremes (25 m scaled): carvel hull, ram, eyes, outrigger, 3 oar banks, aphlaston, steering oars, furled square sail; Norse features removed. Tests 27/27, 276/276, build 2026-10-28_1954.

  71. roofs, plaza, PDF dossiers

    5 roof tones, less moss; plaza clear to 19.5 m, darker floor, shadow-casting low fire. PDFs extended with historical dossiers and 12 AI period pictures (folder Area Design PDFs; 12, 8, 7 and 8 pages). Tests 27/27, 276/276, build…

  72. Telesterion

    Periclean-style hall (17 m square, seats, 16 columns, Anaktoron, opaion), derrick and blocks; old pedimented temple removed; tests rewritten. Tests 27/27, 276/276, build 2026-10-28_2046.

  73. stop for the town; Area TODO folder

    Owner: stop here for the town, much better than before. Created \the local network\share\devmbers-of-olympus\Area TODO (README, shared notes, one TODO per area, tools, screenshots). Town paused at build 2026_10-28_2046, commit…

  74. brief for another AI (Zone A)

    Created Area Design PDFs-Brief-for-Other-AI-Zone-A.pdf (8 pages) and 05-Brief-prompts-to-copy.txt (short image prompt and long chat prompt). Copy of the PDF in Area TODO. Generator: Area TODO ools\pdf_brief.py.

  75. Zone A restyle

    Built ZoneAGreek.cs from Gemini doc + concepts: gate court, halos, roadside tombs, First Furrow ring. Tests green, committed. Not yet: pyrgos tower, Drowned Channel, Threshold, enemy looks, build.

  76. Zone A olives and pyrgos

    Olives rebuilt (limbs and clumps); pyrgos at (70,-14). Tests green, committed. Next: Drowned Channel + Treeline period check.

  77. Zone A channel and Treeline

    Stone slab bridge, edge stones, reeds, well of Kallias; Treeline braziers, horoi, altar, ribbons. Tests green, committed. Left: enemy looks, Zone A build/playtest.

  78. Tower decorations (ComfyUI, Flux Schnell)

    Whole 10-item sprite sheet in one go was unreliable (items merged/missing), so each item was generated separately at 768x768, then picked. Picks: art-work/embers-of-olympus/_tests/2026-10-27-tower-decor/picks. Backgrounds are…

  79. ComfyUI ControlNet concept render + TRELLIS.2 test

    Downloaded SDXL ControlNet depth + canny (diffusers, OpenRAIL++, commercial use OK) into the shared ComfyUI models. Ran the guide pipeline (MoGe 2 depth + Canny, both ControlNets, SDXL img2img, denoise 0.65)…

  80. Eleusis rebuilt (build 2026-10-27_1802)

    Great gate moved to the back (north) wall; Plain road runs north. East wall whole with the market (Kerdon, Tychon + 3 stalls). South wall removed: second harbour (Port_South) with pier, jetty, 4 triremes. Waypoint, Euodos…

  81. Eleusis styled after the reference (build 2026-10-27_1817)

    New FLUX-painted storm sky, red bonfire light, three-course tall walls, dark flagstone plaza, dusk-tinted houses, teal sea, terraced hills, wall-foot clutter. Tests 25/25 + 276/276. CHANGELOG updated.

  82. Curved bastion (build 2026-10-27_1833)

    North wall rounds the NW corner (arc r=17) and runs down the sea side to z=14; quay strip behind sealed. PlayMode 25/25. CHANGELOG updated.

  83. Sea reaches the bastion (build 2026-10-27_1854)

    Floor is a cut mesh; terrain carved and a water plane added outside the curved wall; wall stands in the water; west quay ends at the bastion. Tests 25/25 + 276/276.

  84. Half-timbered houses (build 2026-10-27_1904)

    New TimberHouse builder (Editor/TimberHouse.cs): timber frame + braces, jettied upper floor, gabled tile roof, chimney, lit windows. Replaces the Meshy white houses in town and at both pier houses. Tests 25/25 + 276/276.

  85. Market stalls (build 2026-10-27_1933)

    New MarketStall builder (Editor/MarketStall.cs): timber stall, tile roof, striped awning, goods, lantern; canvas canopies. Replaces SM_MerchantStall for Kerdon and the east market. Tests 25/25 + 276/276.

  86. Round granaries (build 2026-10-27_1947)

    New RoundGranary builder (Editor/RoundGranary.cs): stone drum, timber hoops/staves, door, slits, conical tile roof, hatch. Replaces SM_Granary. Tests 25/25 + 276/276.

  87. Acropolis + white bug (build 2026-10-27_2008)

    Terraced acropolis NE (Editor/Acropolis.cs): 3 platforms, stair, tholos, 2 temples + hilltop temple, braziers, trees. Scenery only. White blob over the screen: smoke particles growing past 50% of the viewport blew out under…

  88. Demo sounds, first pass with Stable Audio Open (local)

    The demo's art is complete, but none of the 80 demo rows in audio-tracker.md had been made; the game runs on synthesised placeholders and free packs (three pack licences still marked "confirm" in the credits). Made 114 sounds…

  89. Playtest-fix plan, local art/sound, first local-coder fixes

    Plan: embersofolympus-game/plans/2026-10-26-playtest-fixes/plan.md (18 fixes in batches A/B/C); art+sound list: art-work/embers-of-olympus/art-list-playtest-fixes.md. Local art (ComfyUI, Flux Schnell) in…

  90. Playtest fixes done on branch fixes/playtest-batch (not pushed)

    Commits: 2457ffe (batch A), 0e42bc4 (compare, hover tooltips, potions, quest log), a93a6a0 (the rest). EditMode 267/267, PlayMode 3/3, build D:\Dev\Builds\EmbersOfOlympus\2026-10-26_1126. Shift = compare with worn item (second…

  91. Gemini images replaced

    The boss-area painting (MAP_Ploutonion_Mouth_painting.png, the labelled map and the loading screen) is now our own: FLUX.1 schnell on the local GPU (16:9), upscaled and labelled with zone_map.py. The Maw model was remade in Meshy…

  92. Q fixed, cursor jump fixed, entrance art, art audit

    Q did nothing because the quest log window switched itself off as it was created (its settings were set after it woke). Same bug in the repair window. Fixed; a PlayMode test now loads Eleusis and checks both windows, and the…

  93. Town changes after the first test

    Waypoint pads: the flat dark disc is gone; every pad is dressed at load (WaypointPadArt) with a carved stone dais (local FLUX texture T_WaypointPad: Greek meander ring, blue runes that breathe). Material M_WaypointPad built by…

  94. Second round on the town

    Yellow sky: the procedural sky had a yellow-green band at the horizon. Replaced by a painted panorama (local FLUX, made seamless): deep blue, white clouds, pale haze (T_Sky_Eleusis_Day, Skybox/Panoramic material…

  95. The line in the sky

    A thin dashed vertical streak in the sky toward the west: the seam where the panorama wraps round (u = 0/1), drawn by mipmapping. Reproduced in a PlayMode capture of the running town (visible with mipmaps on, gone with them off)…

  96. Logs and the owl coin

    Logs (Kenney log_stack / log_stackLarge in the agora and on the Plain): their one flat pale colour glared pink-white in daylight. They now get a weathered wood-brown material (PropMaterials.WoodLog; M_Prop_LogWood). A tiled bark…

  97. Shift compare layout, doors

    The compare tooltip sat on top of the main one (and sometimes lower): both were placed by hand from sizes that were not laid out yet. Now one row holds both (worn item on the left, pointed-at item on the right), anchored to the…

  98. The Rarian Plain

    Photographed the running Plain at its landmarks (a PlayMode probe) and fixed what looked wrong: Sky: it was a flat dark-blue colour. Now a heavy grey storm sky (local FLUX, only the part above the horizon, made seamless, no…

  99. Grove entrance in the Plain

    The Treeline's 24 trees were placed at random across the whole strip, including in the doorway. ZoneABuilder.BuildTreeline now skips any tree within 15 m (north-south) of the entrance at z = -55, so the way into the Sacred Grove…

  100. The Sacred Grove

    Photographed the running Grove at its landmarks and fixed what looked wrong: Sky: flat dark blue - a dim misty teal-grey dusk (local FLUX, above the horizon only, seamless, no mipmaps): T_Sky_Grove_Mist via DarkMood.GroveSky()…

  101. The floating box at the camp, and the travel menu

    The pale box next to Damon was a quest-choice prop (Guard the cutters / Bar the grove: Choice_ cubes). It floated about 5 m up: the FlagGate holding it sat at the world origin and the terrain lift raised that gate as one piece by…

  102. Myrra holds her weapons

    AssetStoreArt.ArmMyrra: the Hoplite's SM_Doru (right hand) and SM_WoodenAspis (left forearm), the Huntress's SM_HuntingBow (left hand), the Oracle's SM_OliveRod (right hand). Each weapon's long side (the shield's flat face) is…

  103. Pheidon

    His concept shows him seated, so a new standing A-pose reference was made in OpenArt (Seedream, the last ~14 credits after a top-up showed 22): REF_NPC_Pheidon.png, after CH-05 (gaunt, frightened, the ring of keys). Meshy…

  104. Loose parts fixed

    AssetStoreArt.CleanMesh: for SK_NPC_SkeletalHoplite and SK_NPC_FirstFurrow, a cleaned copy of the mesh (SK_NPC_X_Clean.asset) without the loose islands Meshy made from things beside the figure in the reference (tall-thin off to…

  105. Local AI on the PC, and a check of all the demo art

    The plan in share/dev/local_ai_game_dev_blueprint.pdf works on this PC (Ryzen 9 7900X, 128 GB, RX 7900 XT 20 GB). Set up: LM Studio (Vulkan; models in D:\LM-Studio\models: Qwen3-Coder-30B ~41 tok/s, Qwen3-4B ~160 tok/s for…

  106. Map pass: dark (Diablo II-style) zones, real ground

    The user wanted Zone A and B to look "more game, less boxes", dark like Diablo II / a Diablo-WoW mix, and approved OpenArt + Meshy and touching the town. New builders: Landscape.cs (a Unity Terrain sculpted from each zone's…

  107. Zone B illustrated map

    Painted in OpenArt (Seedream 4.5, two versions) from the real Zone B route (ZoneBBuilder path: Treeline → Cutters' Camp → cut grove → Old Altar → deep grove → Warden's choke → Ploutonion Approach → descent); title, place labels…

  108. Zone B built after its painted map; Poly Haven scans

    The user wanted to play the map design in Unity. Zone B now has what the painting shows: two giant ancient trees in the deep grove (SM_GreatTree), rune stones with glowing cyan spirals (deep grove + the Warden's boundary…

  109. Zone A and Eleusis after their painted maps; free-assets credits list

    The user played Zone B in Unity ("I can feel it as a game now") and asked for the same for Zone A and the town. First fix on the way: the player fell through the terrain because the project's manifest had no built-in modules, so…

  110. Town life and the NPCs' own characters

    Town life (commit bf72ac1, build 2026-10-24_1457): World/Wanderer (four townsfolk walking rounds with Kevin idle/walk on a Speed float; hens hop by the granaries; a goat), Audio/AmbientCall (hearth crackle loop, forge hammer…

  111. The boss area after its painted map

    The user made an overview painting of the boss area in Gemini from a description Claude wrote (01-concept/PROMPT_BossArena_Ploutonion.md). Saved as 01-concept/MAP_Ploutonion_Mouth_painting.png; labelled version…

  112. Myrra, the enemies and the Maw's breath

    With OpenArt out of credits, references were cut from our own concept art (CH-01/14/15 Myrra, EN-03 Shade, EN-06 First Furrow; REF_MD-08 for the Skeletal Hoplite; Melitta's own reference re-run) → Meshy image-to-3D (A-pose) +…

  113. Test plan for Steps 24 to 27

    Wrote plan-version-2/test-plan-steps-24-27.md on the NAS: a checklist for the user covering UX and settings, audio and juice, content (work orders, codex, gap-pass items), and Gate 4 (clean machine, class x difficulty bug bash…

  114. Free Unity Asset Store packs for testing (research only, nothing downloaded)

    Animations: Kevin Iglesias Human Basic Motions / Melee / Spellcasting / Archer FREE (Humanoid; fit the Hoplite, Oracle and Huntress); RPG Character Mecanim Animation Pack FREE (Explosive). Sound: RPG Essentials Sound Effects -…

  115. Esc fix, company name, Asset Store packs in the game

    Esc menu fixed: GameMenu ran before the UIDocument (execution order -100), so in the release build its root didn't exist yet and every Esc threw a NullReferenceException (Player.log). It now builds on the first Update. Names…

  116. Music, effects, townspeople, icons, and Meshy references

    Imported: the Fantasy Music Starter Pack (Cinematsic), Cartoon FX Remaster Free, and Unity's Particle Pack. Music: Where Track ------ Title The Adventurer Preparing Eleusis Open World Calm Zones Open World Endless Combat The…

  117. Meshy generation, Act 1 (Claude in Chrome, the user's Meshy Premium account)

    Queued all 48 Act 1 models with Image to 3D: Meshy 7.1, texture 2K, licence Private, 35 credits each. 4 creatures with Pose A-pose; 15 weapons and the Sheaf; 4 Polydegmon parts; 25 props. Pose was off for everything except the…

  118. Meshy models remeshed, downloaded, and put in the game

    Remesh (free) from each textured version: creatures 30K, props and Polydegmon parts 10K, weapons 3K. Remeshing from the untextured version loses the texture, so the textured one is the right source. All 48 done. Downloads: 48…

  119. Art audit, Act 1 (OpenArt + Meshy)

    64 finished OpenArt images were on the NAS but not in Unity: copied in (portraits CH-10p/11p/12p, textures TX-11–16, UI sprites UI-17–30, item icons IT-30/31/38–43, status icons ST-18–26, VFX textures FX-10–18, key art KA-09–23)…

  120. After the audit: the last Act 1 art

    BK-02 chapter-header vignette made in OpenArt (Seedream 4.5, black-figure harvest frieze): art-work/embers-of-olympus/Book/BK_BK-02_ChapterHeaderVignette.png (3136×1344). Ledger AI-435. Meshy (API, image-to-3D from the REF…

  121. Release build with the new art

    Scenes, codex and enemy data rebuilt in batch mode; tests 258/258; Windows release build D:\Dev\Builds\EmbersOfOlympus\2026-10-23_2320\EmbersOfOlympus.exe (481 MB folder). Includes the portraits, rat/hound bodies, codex plates…

  122. Step 21: difficulty tiers Mortal → Heroic → Divine (built, compiled, untested)

    Difficulty = parameters, never forks. DifficultyDefinition assets live in Data/Difficulty (DifficultyDataBuilder; menu Embers → Data → Create Difficulty Tiers). The PlayerSaveSlot registers the DifficultyTable; GameDifficulty…

  123. Step 22a: the Huntress, core and the Toxon tree (built, compiled, untested)

    Step 22 is split: 22a Huntress core + Toxon; 22b Agra traps + the Thiasos hound; 22c the Oracle. Note: the plan's Gate 2 (the complete-act playtest) sits before Step 22; Steps 18–21 are still untested. Class choice: New Game now…

  124. Step 22b + 22c: Huntress traps and hound; the Oracle (Step 22 complete, untested)

    New shared mechanics: StatusEffects: Root, Slow, Blind (attacks may miss) and Weaken, on top of Stun. Afflictions: Bleed, Burn and Plague damage over time, ticking through the normal damage pipeline. Plague spreads on death with…

  125. Fix: every class showed the Hoplite's skill tree

    Cause: SkillTreeWindow built its trees in OnEnable from PlayerSkillTree.Class, before PlayerSkillTree.Start switched the rig to the chosen class. So the window always showed the scene's Hoplite. Fix: PlayerSkillTree.Class now…

  126. Step 23: balance & distinctness pass (built, compiled, untested)

    The Hoplite's tree is fully built (it had the most "coming later" nodes; the Step 22 mechanics made them possible): Phalanx: Aspis Wall: frontal block, −60% for 4 s; each blocked blow gives +6 Valor. Close Order: now also…

  127. Step 24: full UX & options (built, compiled, untested)

    Settings (GameSettings, saved to settings.json beside the saves; applied at once by SettingsApplier): Graphics: quality level, resolution, fullscreen, vsync. Audio: master volume (works now), plus music and effects volumes…

  128. Step 25: audio & juice (built, compiled, untested)

    AudioDirector (made at start-up when the Sound Bank exists; one for the session): The scene's music loop, with a combat layer (frame drums plus a low pulse, same tempo and length) that swells in while an enemy within 25 m is…

  129. Step 26: content completeness (built, compiled, untested)

    Work orders: "the board never empties" (act-1-quests). QuestDefinition gains _repeatable; QuestLog shows the story board quests plus 2 work orders at a time, finished-longest-ago first. A work order only counts what you do after…

  130. Step 27: stabilize & ship, the parts done in code (built, compiled)

    Performance: The HUD's text (health, resource, buffs, target, XP) refreshes 10×/s instead of every frame; the bars still move every frame. BoonSet queries no longer allocate (no capturing lambdas, index loops). DamageEffect reads…

  131. Git set up, plus a gap pass over the plan (built, compiled, not tested in Unity yet)

    Git: the repo lives at D:\Dev\embers-of-olympus-unity. Binaries are stored with LFS, there's no remote, and nothing is ever pushed. main is at commit 8b4b986, tagged plan-step-27. The gap pass is on branch act1-gap-pass, one…

  132. Batch tests and release build (Unity closed)

    EditMode tests: 257 of 257 pass. The first run had 2 failures: The charm test was out of date (the Sheaf now goes in the Charm slot). It's replaced by two tests: the charm goes in its slot, and consumables and Sigils can't be…

  133. Fix: Cold Dusk sky imported flat

    The user hit "Sky Act1_ColdDusk: no cubemap" while rebuilding the Ploutonion. Cause: T_Sky_Act1_ColdDusk.png was imported as a 2D texture (textureShape 1), probably before ArtImportRules existed; that rule only acts on first…

  134. Real cause of the Cold Dusk sky error: a damaged PNG

    Unity's log showed "FREEIMAGE: bad adaptive filter value / File could not be read". The import settings were never the problem. The NAS final 01-concept/environments/T_Sky_Act1_ColdDusk.png was itself corrupt (PIL can't decode it…

  135. NAS art scan: 6 more damaged images, repaired

    A full decode scan of art-work/embers-of-olympus (1,197 images) found 6 damaged files beyond the Cold Dusk sky. None were in the Unity build. Each broken file is kept beside the repair as <name.broken. Rebuilt from their intact…

  136. Sky seam fixed

    The user saw a hard vertical line in Eleusis's sky. Cause: the lat-long paintings don't tile; the left edge is lighter than the right, so the wrap shows a seam. Fix (both Overcast and Cold Dusk): the first 12% of the width is a…

  137. Step 18a: Zone B (the Sacred Grove) + Chapter 2 "Bread and Timber"

    Step 18 = Zone B + Chapters 2–5 + the denouement. Split: 18a = Zone B + Chapter 2 (done now); 18b = Chapters 3–5 + the denouement. ZoneBBuilder → SCN_ZoneB_SacredGrove (Embers → Setup → Create Zone B): One winding path, 10 nodes…

  138. Step 18b: Chapters 3–5 and the denouement (Step 18 complete, untested)

    Quests (QuestDataBuilder), chained Ch1 → Ch2 → Ch3 → Ch4 → Ch5 → Denouement (Chain() also sets _next on existing assets; ResumeChapterChain handles old saves): Ch. 3 "The Rite That Failed": Talk to Theano (the rite, 6 canon lines…

  139. Step 19: Act 1 itemization pass (built, compiled, untested)

    New stats: Crit Chance, Crit Damage, Move Speed, Life on Kill, Life Leech, Item Find, Divine Damage, Umbral Damage. All are live: crits roll in DamageEffect (×1.5 + Crit Damage); Divine/Umbral damage adds to every hit; leech and…

  140. Step 20: shrine blessings + economy (built, compiled, untested)

    Blessings are temporary only, with no god present. The player can now carry several at once: one per god, and the same god refreshes it (BoonSet, PlayerBoons). Demeter (her shrines in Zone A and Zone B): 2%/s regen, +50% loot…

  141. First OpenArt concept-art test (style set)

    OpenArt MCP is connected (Plus plan, 12,000 credits). Made an OpenArt project called "Embers of Olympus" so the game art stays apart from the default project. Ran a 5-image style check with Nano Banana 2 (text-to-image, 1K, 16:9…

  142. Demo 2D art copied into Unity

    Copied the 123 approved demo (D) images from art-work/embers-of-olympus into the Unity folders listed in art-images.md. All of them were already ✅ approved and 📒 in the ledger. 24 Hoplite skill icons, 28 item icons, 20 status…

  143. Step 17d: the demo's 2D art wired into the game

    ArtWiring (editor; Embers → Art → Wire Art Into Game; also run by every scene build): Icons onto every ItemDefinition (item.x → T_Icon_Item_X), SkillDefinition (strike → BasicAttack_Spear, otherwise PascalCase) and SkillTreeNode…

  144. Step 17e: second art pass (UI kit, status icons, textures, VFX)

    UI kit, cut into pieces: tools/slice_uikit.py split the sheets by their transparent gaps into 17 pieces in Assets/_Project/UI/Sprites/Pieces (copies in art-work/04-ui/pieces), plus 4 cursors at 64 px. UIKit.uss (imported by…

  145. Step 17b fixes (from the user's boss test)

    Couldn't hit the boss. Cause: SkillCaster measured skill range to the target's centre, which is deep inside the 10 m maw. Fix: range now uses the nearest point of the target's collider (ReachOffset via Targetable.ClosestPoint)…

  146. Step 17b confirmed

    The user tested the boss fight: all good. Adds taken back by Intake Pools now sink visibly (Reconsumed: cold tint, sink over 0.9 s, no loot or XP), with a once-per-fight announcement "The pool takes the Received back."…

  147. Step 17c-1: Gate 1 polish, quick wins (from the user's playtest notes)

    F closes windows: F closes the trade, stash, board and travel windows. In talk, F advances the dialogue, then closes it. How: UIWindows tracks "service" windows plus a one-press-per-frame claim (TryUseInteract), so the press that…

  148. Step 17c: the font pairing

    Downloaded with the user's OK from github.com/google/fonts (ofl/), about 1.4 MB, into Assets/_Project/UI/Fonts with each OFL licence: CinzelDecorative-Regular/Bold Metamorphous-Regular Caudex-Regular/Bold Philosopher-Regular/Bold…

  149. Step 17c-2 and 17c-3: the rest of the Gate 1 polish

    Jump (Space): PlayerMotor, 1.1 m high, only when grounded. The animator already gets Grounded; there's no jump clip yet. Sprint (Shift): ×1.5 speed while moving on the ground with stamina left. StaminaPool (pure, tested): drains…

  150. Verification after the editor was closed

    All of Step 17c's files are on disk with .meta files (Unity had imported them). Batch compile: no errors and no warnings. EditMode tests: 199/200 on the first run. The one failure was an outdated Step 15b test (HubRulesTests)…

  151. Unreal folder in the art home

    The user renamed the art folder to art-work/embers-of-olympus (spelling fixed). Updated the path in the generator, the plan README pointer, the Unity .claude/CLAUDE.md and Claude's memory. Added KA-24 application icon and KA-25…

  152. Phase 1, Step 15a: Eleusis, travel between scenes, dialogue

    Step 15 split: 15a hub + scene travel + dialogue + NPC presence (this), 15b services (stash, trade/drachmae, waypoint travel across scenes + town portal, the board stub). Service NPC Greek names (user chose the proposal; README…

  153. Phase 1, Step 15b: the town services

    Drachmae: Player/Wallet (on the player, travels with the rig). Kills pay into the killer's wallet (Enemies/DrachmaeReward, new EnemyDefinition min/max): Keres 1–3, Skeletal Hoplite 2–5, the First Furrow 25–40; elites ×3. Filled…

  154. Step 16a: quest system, Chapter 1 "The Last Harvest", the Oracle's board

    Built (Unity project D:\Dev\embers-of-olympus-unity): Runtime/Quests/: QuestEvents: Talk / Enter / Kill / Discover / Use, all raised by the world. QuestDefinition: ordered objectives, rewards (XP, drachmae, loot), flags, next…

  155. Step 17a: save/load system, title screen, game menu

    Step 17 in the plan is "Polydegmon + save system". Split: 17a = saves (done now), 17b = boss framework + Polydegmon. Built (Unity project): Runtime/Save/: SaveData: plain ids and numbers, versioned JSON. SaveFiles: one slot…

  156. Step 17b: boss framework + Polydegmon, the Intake (Mortal tier)

    Built (Unity project): Runtime/Bosses/ (reusable boss framework): BossDefinition: phases at HP thresholds, each with its abilities, an inner-ring flag, a transition beat and a safe window; stats and damage type; XP, drachmae…

  157. One art folder for the whole game

    The user created the shared drive (spelling as created) and …\art-work\theghoppers\. They plan one month of OpenArt Plus + one month of Meshy Pro. Moved the demo art docs there and extended them to the whole first release…

  158. Phase 1, Step 13: first real art pass (the code half)

    Step 13 = (1) buy/import character + environment packs, (2) Mixamo animations wired to the skill triggers, (3) hit feedback. (1) is the user's (purchases; art is being made with OpenArt + Meshy per the art folder). Built (2)'s…

  159. Phase 1, Step 14a: enemies that fight back

    Step 14 (Zone A + data-driven enemies + spawner) split into three parts: 14a enemies + spawner + player death (this), 14b the Zone A layout blockout from act-1-zones.md, 14c shrines / waypoint + rest / guaranteed first Blessed /…

  160. Phase 1, Step 14b: the Zone A blockout (the Rarian Plain)

    Editor/ZoneABuilder.cs, menu Embers → Setup → Create Zone A (Rarian Plain), builds Scenes/SCN_ZoneA_RarianPlain.unity (fixed seed: the same blockout every rebuild), laid out from act-1-zones.md as a U-shaped route (~250 × 180 m…

  161. Phase 1, Step 14c: landmarks, elites and the First Furrow

    Interactions (World/, new namespace): Interactable base (registry, radius, prompt), PlayerInteractor (nearest usable in reach; F / gamepad A). The HUD shows the prompt. Waypoint (Shrine of Hermes): discovered by walking within 9…

  162. Bug: attacks did 0 damage, cubes had 1/1 HP

    After the Step 8 rebuild, every hit logged "for 0 Physical (0 before mitigation). 1/1 left". The three Stat Profile assets were fine, but in SCN_Greybox.unity all four CharacterStats had _profile: {fileID: 0}, so every stat read…

  163. Demo art list + AI prompts

    The user asked for all the art the demo needs, with an AI prompt for each piece. "Demo" = Gate 1 (Season 1 finale, free on itch.io): Hoplite only, the Eleusis hub, the Rarian Plain (Ch. 1), the cut grove (Ch. 2), Polydegmon. New…

  164. Phase 0, Step 9: pick up, inventory, equip (the payoff)

    Stats take modifiers: Stats/StatCalculator.cs (pure): final = (base + flat) × (1 + Σ% ÷ 100); percent bonuses add, then multiply once. CharacterStats gained AddModifiers(source, …) / RemoveModifiers(source) and a Changed event…

  165. Phase 0, Step 10: one affix that matters + minimal HUD

    Felt affix: Attack Speed (Swift) already shortens the attack interval (Step 7); now it is seen: hotbar slot 1 has a cooldown sweep and an interval readout ("1.50 s" → "1.42 s" with Swift). +Damage upgrades are seen through…

  166. GATE 0 PASSED (the user's call)

    After playing real grey-box sessions, the user answered: "Yes, it's fun." move → kill → loot → equip is satisfying with cubes. The hard creative risk is retired. Phase 0 is complete. Next: Phase 1, the vertical slice (one class…

  167. Phase 1, Step 11: skill system architecture (data-driven)

    Skills/SkillDefinition.cs (SO, Create → Embers → Skills): id, name key, icon, Valor cost/gain, cooldown, uses-GCD, cast time, targeting (Target / Self / Line), range, width, a list of effects, animation trigger + VFX prefab (used…

  168. Phase 1, Step 12: skill tree (per-class progression)

    Data (Skills/): SkillTreeNode (SO: id, name/description keys, type Active/Passive/ Ultimate, tier 1–3 + 4 = Ultimate, max rank, prerequisites, IsBuilt, skill + power-per-rank for actives, stats-per-rank + condition for passives)…

  169. YouTube: Episode 1 is live

    Channel: https://www.youtube.com/@EmbersofOlympus (1 video at the time of checking). Ep. 1: "I'm a Web Developer Building a Greek-Myth RPG in Unity with AI Devlog #1", 23:40, video id jNcuYzwCjIo. Description = the drafted one…

  170. Phase 0, Step 7: health, damage & the stat spine

    Between sessions: the user finished and uploaded the Ep. 1 video (Steps 1–6); Claude drafted the YouTube title/description/tags and a thumbnail prompt. Step 6 had compiled cleanly by 2026-10-13. Code/Runtime/Stats/ (new…

  171. Phase 0, Step 8: the loot drop (data-driven itemization)

    User confirmed Step 7 works (armoured cube takes 10 hits, profiles tune live). Code/Runtime/Core/: IRandom + SystemRandom (seedable rolls, no UnityEngine.Random in rules) and Weighted.PickIndex (weighted choice for rarity, bases…

  172. Starting the Unity game from scratch

    Plan: embersofolympus-game/plan-version-2/ — README.md (design decisions), development-plan.md (phase-by-phase build order with gates). embersofolympus-unity\My project on the NAS: only the default Unity 6 URP template (URP 17.3…