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You are here: Home › Game Dev › Lost Echo’s Devlog #2: August Updates

Lost Echo’s Devlog #2: August Updates

October 3, 2025 | Filed under: Game Dev, Lost Echos

Devlog #2: August Updates for Lost Echo’s

Welcome back, everyone! This is the second devlog for my sci-fi horror game Lost Echo’s, covering the progress made throughout August. Initially, I planned to create devlogs only when I had multiple features to showcase, with shorter videos for smaller updates. However, I’ve realized this approach could lead to inconsistent updates. Moving forward, I’ll be sharing a monthly devlog in the first or second week of each month to keep you all consistently updated on the game’s development. With that, let’s dive into the updates!

Week 1: Refactoring AI and Animations

The first week of August was focused on refining the AI and animations, with some new logic added to enhance the experience.

Animation Updates

I introduced new animations for the wolf character, including:
– Ambling
– Trotting
– Canter
– Pacing
– Backwards variants for walking/amble

For the turn animation, I implemented a dynamic system to adjust the speed based on the wolf’s movement. Quick turns are used when the wolf is about to run, while slower turns occur during walking. While I might revisit and reanimate these later, they feel solid for now.

AI and Collision Improvements

I added basic collision checks to ensure the wolf interacts naturally with the environment. For example, when it encounters shutter doors, it will turn and navigate down the hallway. The AI now has smarter behavior:
– In hallways, the wolf will run to catch up if the player is too far ahead.
– In rooms, it will hide just out of view until the player returns to the hallway.

These changes make the wolf’s behavior feel more dynamic and immersive.

Week 2: Combat Mechanics

Week two was all about laying the groundwork for combat.

Wolf Attack and Reaction

I animated a basic attack for the wolf and a reaction animation for when it’s hit with the player’s wrench. The underlying logic for these interactions needs some refinement, but it’s functional for now.

Player Feedback

To make attacks on the player more impactful, I added:
– A camera shake effect.
– A simple hit graphic to the screen effects.

Additionally, I created animations for the first-person rig to show the player deflecting the wolf’s attacks, adding a layer of responsiveness to the combat system.

Week 3: The Forest Dreamscape

In week three, I began designing one of the game’s dreamscapes, referred to as “The Forest.” This is still in the experimental phase, where I’m testing ideas to see what works and how to expand the environment.

Environment Design

The Forest is built on a simple grid map with three types of tiles:
– Straight Paths
– Crossroads
– Hilltops

The trees are generated using the Sapling Tree Gen plugin in Blender, giving them a generic but effective look. The textures are baked from procedural materials, following tutorials by Ryan King Art (Tutorial 1, Tutorial 2). I’m considering making the bark texture paler in future iterations to better fit the aesthetic.

Snow Effect

The snow effect is a modified particle system inspired by a tutorial from DevPoodle (Tutorial). Key differences include:
– Adding shading to the particles for a more realistic look.
– Syncing the particle system’s movement with the player’s to create a dynamic, immersive effect.

You can find all referenced tutorials and resources linked below.

Closing Thoughts

That wraps up the August devlog! I’m excited to share these updates and continue refining the game. If you’d like me to dive deeper into the technical details or have any feedback, feel free to let me know in the comments on the video or reach out directly.

Until next month, take care!

Previous Devlogs and Previews

  • Read the first devlog: Devlog #1: Lost Echoes – First Dev Log
  • Watch the first devlog video: https://youtu.be/AJKUWQmOwKU
  • Full devlog video playlist: Youtube – Devlog Playlist
  • Check out short preview clips: https://www.youtube.com/playlist?list=PLn0j3GRRij5LsZ0n7UtxS3H9Rj9p9iSWb

Reference Materials

  • Dog animation reference:
    https://www.youtube.com/watch?v=9_GnJr6t3mA
  • Procedural material baking tutorials by Ryan King Art:
    https://www.youtube.com/watch?v=2iRkv_1okqY
    https://www.youtube.com/watch?v=6ECeHoATa74
  • Snow particle system tutorial by DevPoodle:
    https://www.youtube.com/watch?v=n5RAGhxHo28

 

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zecona zecona @zecona ·
11 Apr

Want the full details on the new moth pathing system and reflection graphics options? I just posted Devlog Preview 48 on covering the whole process:https://zecona.itch.io/lost-echos/devlog/1486151/lost-echos-preview-48-implementing-branching-paths
#indiegame #indiedev #gamedev

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zecona zecona @zecona ·
10 Apr

This week on Lost Echo, I wrapped up the pathing system! Moths can now enter/exit rooms and actively seek lit ones when theirs goes dark.
#indiegame #indiedev #gamedev

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zecona zecona @zecona ·
4 Apr

Lost Echo's - Preview 47 - Lost Echos #indiegames via @zecona

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zecona zecona @zecona ·
3 Apr

This week for Lost Echo’s. I added in the logic for moths to react to room lights, along with them to react to swarming the players flashlight when it’s on in the dark, and then return to their normal behaviors when the lights are turned back on.

#indiegame #indiedev #gamedev

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