Devlog #5: The Elemental Dance
[p]Corel isn’t just crumbling, it’s boiling, flooding, seeping, and twisting into something unrecognizable.[/p][p]When we decided the world itself should be both your sharpest blade and the trap beneath your feet, we knew we were signing up for a fight behind the scenes.[/p][p]From day one, we set out to go beyond “elemental combat” as you know it. We wanted a living, reactive battlefield… a place where Lava, Water, Waste, and Delæther (Corruption) slam into each other, reshape the ground under you, and open up unexpected tactical plays.[/p][p]It’s thrilling, it’s unpredictable… and if we’re not careful, it can turn into pure visual noise. In fact… it already has. More than once.[/p][p]We’re still chasing that sweet spot between chaos and clarity. Honestly, it’s one of the toughest battles we’re fighting right now.[/p][p][/p][h2]The Beauty and the Beast of Systemic Chaos[/h2][p]There’s a unique rush when a fight spirals into a chain reaction you didn’t entirely plan… but you still somehow own.[/p][p]You slam as a Waste-infused One in Water shape into a Lava stream, the puddle flares into Burning Waste, flames racing upstream toward the lava pool you were standing beside a heartbeat ago.[/p][p]Like if instinct kicked in, you systematically shift into Steam form, launch sky-high, and if you are fast enough… dive into a brutal aerial finisher.[/p][p]Moments like this are magic, but they’re also dangerous from a design perspective. Because if everything reacts with everything, you don’t get strategy… you get noise. And noise kills clarity.[/p][p]That’s why we’ve been radicalizing and simplifying the system down to four fluids, clean rules:[/p]
[/p][p][/p][h2]Turning Hazards into Highways[/h2][p]Your Water form isn’t just for sliding around looking stylish. In Fading Echo, we wired the fluids straight into your movement, so every hazard on the battlefield can double as a mobility tool, if you’re bold (or reckless) enough to use it.[/p]
[/p][h2]The Clarity War[/h2][p]We’ll be straight with you: keeping this system readable is hard.[/p][p]Fluids move, blend, and spread in ways that can turn the battlefield into a shimmering particle soup if we let them run wild. Right now, we’re pushing for stronger visual identities so you can read a situation at a glance, even mid-dodge. We want you to feel the terrain change beneath you depending on the fluid it’s made of, and yes, we’re also working on distinct sound identities for each… probably. Long story short: there’s a lot of feedback work in the pipe.[/p][p]We’re also cutting reactions that sound cool on paper but clutter the fight in practice. That’s the core of our radicalize and simplify approach: if you can’t understand it in a second, it’s gone.[/p][p][/p][p]Did You Know?[/p][p]Combat has been the most-iterated system in Fading Echo since day one. Back in our early prototype builds, it felt great, simple, fun, chaotic in the right way. Then we started layering on systems: reactions, sub-reaction triggers, all the little edge cases that made us invent our own tech to handle fluids, the Grid (Ironically, that grid tech ended up making our later “radical simplification” a lot easier while keeping the systemic depth intact). We also built dedicated tech to wrangle mob AI and positioning. And still… it was a beautiful mess.[/p][p]So now we have been stripping it back. Radicalizing the rules. Focusing on clarity. And here’s the twist: the more we cut, the more the combat is starting to feel tight, almost like a brawler… a far cry from the chaotic Diablo III-style mass battles we first imagined.[/p][p]It’s taken time, plenty of false starts, and more than a few “back to the drawing board” moments. But for the first time in ages, it’s really clicking. Still lots of fine-tuning ahead… but yeah. We’re getting there. Been about two weeks now. :P[/p][p][/p][h2]Owning the Chaos (Eventually)[/h2][p]We’re not done. Not even close. Every week we stumble into new edge cases, moments where the system either sings or falls flat on its face, and we tweak, cut, or crank things up. Sometimes that means toning down a flashy effect; sometimes it means leaning in and making it louder.[/p][p]The goal hasn’t changed: combat on Corel should feel like you’re surfing the edge of disaster, dangerous, stylish, and always one wrong move away from spectacular failure.[/p][p]We’ll get there. Maybe we already have. But the day you take a hit, grin through it, and know exactly how you’re about to return the favor, in every fight, from the first swing to the last, that’s the day we’ll call it.[/p][p][/p][p]— The Emeteria Team[/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p]
- [p]Lava + Water = Rock – Terrain change, slow effects, buy you time.[/p]
- [p]Lava + Waste = Burning Waste – Spreads through lava, burns on contact.[/p]
- [p]Water + Waste = Rock – Less flashy, but perfect for crowd and chaos control.[/p]
- [p]Delæther – We’ll talk about this one another time. It’s special… the scary kind of special.[/p]
- [p]Waste + Water Shape = Explosive Jump – Fling yourself into the air for surprise aerial strikes or to reach platforms way out of your normal jump range.[/p]
- [p]Lava + Water Shape = Steam Form – Boost your mobility in ways we probably shouldn’t encourage… but absolutely do anyway.[/p]