Devlog

Watch the game being built

Embers of Olympus is built in the open, as a YouTube series. A web developer learns Unity from day one and builds a Greek-myth action RPG with AI. In every episode a free AI tool and a paid one get the same job, and we show which one actually helped, including when neither did.

The channel opens with Episode 0. Check back here soon.

See the roadmap

Every episode

Same structure each time, so you can compare the tools across the whole series.

One real step

Each episode builds the next step of the roadmap in Unity, bugs and dead ends included.

Free vs paid

The same prompt goes to a free AI tool and a paid one. The results are shown side by side.

An honest verdict

Every tool is scored on quality, speed, how usable the result is, licence and cost.

Coming up

The plan for the episodes still to come. Titles may change once the work is done.

  1. 0

    A web developer tries to build a Greek-myth RPG with AI

    The pitch and the plan

    Who is building this, what Embers of Olympus is meant to become, and the rules of the series: every episode, a free AI tool and a paid one get the same job.

  2. 1

    Day one in Unity (as a PHP developer)

    Phase P: setup

    Installing Unity, setting up the project the right way, and what transfers from years of web development and what does not.

    AI test: Free vs paid chatbot for learning C#

  3. 2

    Designing a whole game with AI: 25 files, then starting over

    The plan: version 1 to version 2

    The first plan was a six-act multiplayer epic. Why it was cut down to one polished act, and what AI was good and bad at while designing it.

    AI test: AI as a design partner

  4. 3

    Moving a capsule: why game feel is hard

    Phase 0: movement and camera

    WoW-style third-person movement and camera on a grey plane, and the days it takes to make a capsule feel right.

    AI test: AI-written camera code, free vs paid

  5. 4

    Tab-target combat from scratch

    Phase 0: targeting and the basic attack

    Selecting a target, a global cooldown, and the first enemy that dies.

    AI test: Code assistants head to head

  6. 5

    The damage formula every ARPG needs

    Phase 0: stats and the damage pipeline

    One function that every hit in the game goes through, and why getting it right now saves a rewrite later.

  7. 6

    Building Diablo-style loot in one week

    Phase 0: data-driven loot

    Rarity tiers, random affixes and loot tables, all built as data instead of code.

    AI test: AI item names and affixes

  8. 7

    Is my cube game fun? (Gate 0)

    Phase 0: inventory, equipment and the first gate

    Move, kill, loot, equip. The first real test: if it is not fun with cubes, no art will save it.

  9. 8

    Free vs paid AI concept art for Myrra

    Phase 1: art preparation

    Four image generators, one heroine, and the hard part: keeping her the same person from picture to picture.

    AI test: Image tools, four-way comparison

  10. 9

    Can AI make 3D game assets yet?

    Phase 1: the first art pass

    Urns, columns and a temple from AI 3D tools, and how much Blender cleanup each one needs before it can go in the game.

    AI test: Text- and image-to-3D tools, free vs paid

  11. 10

    Buying vs generating: the asset-store haul

    Phase 1: the first art pass

    Why the animated characters are bought and not generated, and what the money actually got.

    AI test: Cost per usable asset

  12. 11

    Building the Rarian Plain

    Phase 1: the first zone

    The failing fields of Eleusis: the first zone with real art. Nothing is ruined, only unattended.

    AI test: AI textures and skyboxes

  13. 12

    A town, NPCs and quests

    Phase 1: the Eleusis hub and the first quests

    The hub of Eleusis, its people, and the first two chapters of the story.

    AI test: AI voices for NPCs, free vs paid

  14. 13

    Boss fight: Polydegmon

    Phase 1: the boss and save/load

    The Receiver of Many, the Intake at the Ploutonion: designing and building the first boss.

    AI test: AI music for the boss theme

  15. 14

    Season finale: play the demo

    Gate 1: the first playable demo

    A 15 to 30 minute slice you can play yourself, and which AI tools earned their place over the whole season.

    AI test: Season 1 scorecard results