Dracon Interactive
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Eternal Ember

From the darkness comes and enemy no man was prepared for. Nations gather with a common enemy, and prepare themselves for war. But you must not only face this enemy with your strength, you must face them with your heart.

The World

Human Townsmen.
Elven Nomads.
Giant Tribesmen.
​Three races live in unity, forged by the threat of the Dracon.

​The Dracon, an ancient race that live in the black and scalded northern lands known as the Dragon Lands. For millennia, the Dracon have lived in the barren, black lands to the north. But this is about to change.
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Who will you be?

From humble beginnings, choose your path.
Be a Soldier. Be a Scholar. Be a Builder.
Or be so much more.

Updates [GAME ON HOLD]:

Conflicting source control tools have ripped giant chunks out of the project. 
Development is on hold until I can devote enough time to make it work. 
​
My last update before that​:
New level design tools! 
I found an environment pack that perfectly ​matches my aesthetic goals. Heres a gif of it in action!
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Here is an export of my current task list, just so you can see my process!

​Work to do:
  • Waypoint system
    • Use the circle dungeon assets
    • Tie to position persistence. Instead of saving precise position, save last waypoint, and then load there on game resume. So much easier!
  • Persistence
    • Position
    • Statistics
    • Story / Quest progression
In Progress:
  • Dungeon scene
    • Finished 'Cells'.
    • Need to add player
    • Figure out what comes after Cells. Under bridge, follow path around?
    • Set skybox to black
    • Thicker/darker fog?
    • Needs obstacles.
      • Patrolling enemies
      • Locked doors (key fetch)
      • Hidden paths
      • NPC's (dialogue!)
  • System modulation status
    • Grid Constructor - done
    • Statistics
      • Integrate battle window into module
    • Locomotion?
    • Sequencer
    • Dialogue system
  • Player Stats editor
    • Resource stat maximum levels set from resultant stats.
  • Combat
    • Make stuff face each other
    • Attack animations
  • Tab to open inventory or change cam focus to target?
  • UI
    • Inventory mostly done
    • Do character window after stats, or use it to help with stats.
    • Quest preview population
    • Quest Log
  • Input
    • Changing to new system
  • Inventory
    • Focusing less on equipment, more on consumables=


Future work (for when I need inspiration)
  • Companions
    • Extend from NPC
    • Create positioning intelligence
    • One or many? Thinking just one atm
      • Draco
        • SFB Dragon
          • Both hatchling and full grown
        • Growth mechanic (interaction + time)

Copyright Dracon Interactive (2025)
  • Home
  • About
  • Media
  • Games
    • The Eternal >
      • Eternal Ember
      • Eternal Shards
    • University >
      • SubTerraneon
      • Hero Rising
  • Tools
    • Sequences
    • Flow
  • Other
    • VR Bow System
    • Project Guardian
    • NLP AI