The Demise of Xephin — a solo‑developed first‑person RPG set in Tallua. Early development with major systems rebuilding. Witness the world’s rise.
Cleaning and optimizing all armor and weapon models
Rebuilding scripts
Rebuilding NPCs
Finalizing the player character
Preparing first playable build
I'm building a Modular, zone-based dark fantasy RPG with event-driven combat, layered AI behavior, and persistent stat architecture.
Implemented a new Scene Streamer that handles additive loading/unloading
Fixed Persistent Id false positives with a new live-instance tracking system
Added Bootstrap Scene to host persistent systems
Player Data, Save Game Manager, UI, and Inventory Systems now persist across zones
Seamless traversal between zones is now stable
Preparing for the next phase: Menu Hookup and Functionality
Taking a couple days off then back to blender to make a couple more models and some landscaping
Devlog #19 02/10/2026
Started work in blender again running a enhanced pipeline and getting good results so far in game with meshes, took a few extra days to get the pipeline just right. The first Screenshot shows both Hi and Lo poly skeletons next to each other without highlighting them, the other two show the highlighted version of the skeleton to display the Poly counts between the two hi-Poly sits at 665,050 the lo-poly I built from the the hi sits at 33,248 for LOD0
Devlog #18 02/07/2026
Got AI coming along better, I have now fairly function AI the NPCs can track, evade, and search. They have peception that includes Line of Sight, Omnisense, and a Line of Sight with small Omnisense. this allows sneakable and non-sneakable NPCs along with true aggro by sound. They can climb ladders and use correct drop down points based on size. they now have a occupancy setting for sizes so they do not stack or try to take up the same nodes tiny npcs take 1 node only Huge NPCs may take up to 4x5 nodes total. they also have a combat memory and enmity tracking that allows docile and hostile on site NPCs. NPCs can also add other NPCs to the enmity allowing for NPC vs NPC attacks. I have been trying to fine tune movement the best I can before laying the rest of the system on top of it that will need it.
Devlog #17 01/31/2026
NPC AI has been tearing me up I get one thing good and find something broke completely, I'm finally getting it tamed and inline but to make the games attack and effect system work across player and NPC rigs I had to heavily re-write the player and completely rebuild the NPC rigs. right now I have added in monster size tiers, ladder climbs, drop down jumps, LoS and omnisense aggro, patrol, roam, evade, follow, search, return home to spawn point. and this time the search works, they go looking for you if they lose LoS. I'm reworking a new attack system fully unified between Player and NPC that distribute the damage, vital effects, or movement effects for all types of damage. I already have a system like this but this modified one should be more efficient
Devlog #16 01/28/2026
I have been super busy, I got AI fully working and easily tunable, I'm working on a newer more efficient menu system now with the use of Pooled Toggle tabs, I want to do a video soon but I want to get these few things done first, Hard to pull away for more then a few minute s of coding to do a Video and when testing I always forget due to being caught up in the moment
Devlog #15 01/19/2026
AI is proving to be a headache I keep hitting walls in the logic and breaking parts of the AI that I had fixed, I fix it and another area I fixed already breaks, It seems to be a endless cycle at the moment so I'm trying a different approach
Devlog #14 01/16/2026
The player decoupling has lead me down a rabbit hole and I have now decoupled NPCs in the same manner, I have also made NPC much more aware. they have three levels of awareness now and a last know location search
1) Full line of sight
2) Full Line of sight with close proximity sound/smell awareness
3) Pure Sound/Smell awareness and tracking
Devlog #13 01/15/2026
The player has been broken apart so much that I need to rewrite some of the interaction logic, but I might change it fully and make a more robust interaction system, here id a look at the new players inspector breakdown
Devlog #12 01/13/2026
Rebuilt the player movement switched to yaw and pitch, adjusted the FoV to 60 Horizontal with a max Distance of 50m, added fog in starting from 15m to maxed thickness at 48m. decoupled each movement type to its own script controlled by a gating system this allow for a wide range of different effects like Confusion, bind, and weight/gravity style spells. I broke my player data up into progression, core stats and equipment data so far still need to add in magic data but the caster does drain MP, and the damage receiver can deal damage to the new separated vital stats (HP, MP, Stamina)
Devlog #11 01/11/2026
Been testing and found a bunch of edge cases in my character controller and bas player scripts and setup, so I am starting a full restructure of the player character. It will still be on a two camera FPV rig. I'm going to break every section of the player up into target function scripts, remove these unity events I started with and replace with a more controlled C# event style with providers and adapters
Devlog #10 01/10/2026
Updated Menu UIs, save and load is mostly working, persistence across zones is working, item/container pickup working, treasure chest/doors opening, HUD pop displaying all objects, four new hazards link into the environmental hazard system, adjusted player stamina drain. more adjustments soon and I need to make some videos before long just so much coming together I keep getting pulled into a new task and put off making them so I can add the new stuff to it then more stuff get fixed or close and I want to wait for it (this is a constant battle)
Devlog #9 01/07/2026
Damage System now linked to the player, NPCs and Environmental Hazards. They all use the same Universal pipeline to send and receive damage. I will be linking magic to the same system when I get to it
Devlog #8 01/03/2026
Damage System in and linked to the player, you can now attack with a cooldown, I changed to Sphere casting as well - NPCs and environmental Hazards are next they all use one unified damage effects system, so the rest of the hook up should be easy few adapter scripts maybe a helper or 2 and we should be good
Devlog #7 01/02/2026
Got seamless zone changing in, added a pop-up display to the HUD, Worked damage in a little better and confirmed it functioned as indented posted a few new videos on youtube check them out
Devlog #6 01/02/2026
My test scene has out grown it's purpose time to build a bootstrap, title, and now test zone 1-2-3. saving is working having issues using just a single scene to load plus zone changing will be being tested along side save/load. save menu been added to the traversable menus still need to add some gating behavior but that's far from priority right now
Devlog #5 12/29/2025
Menus are up and cycling now (Title and Game), Still adding functionality and need to link in the save system. I'll have new videos as soon as I get a little more done with the menus.
Devlog #4
Completed Basic HUD and some Menu systems
Status Menu
Equipment Menu
Inventory Menu
Magic Menu
Devlog #3
Starting the overhaul on the menu system. Changing it completely from the prototype, so it might take a minute to get going. I'm moving from a single panel layout to a 3 panel layout that is more organized. The HUD is under new construction as well. I'm rewriting the menu scripts from scratch to Better accompany the new panel system and help decouple the system better/easier
Devlog #2
First YouTube devlog is live — showing NPC A* navigation + player movement prototypes as part of the rebuild.
Watch here: www.youtube.com/channel/UCl4YJQxBWx7bPjxQNlvna6w
Devlog #1