EREBAN: SHADOW LEGACY

Ereban: Shadow Legacy is a fast-paced, story-driven stealth platformer where you become Ayana, the last descendant of a forgotten race. Harness mystical shadow powers and high-tech gadgets to avoid or eliminate enemies, uncover the truth about your past, and unlock the key to saving a dying, morally ambiguous universe.

The main mechanic in Ereban is merging with shadows. This ability allows you to move across surfaces, climb walls, reach inaccessible areas, attack from cover, or advance without being detected.

My Work

During the three years I worked at Baby Robot Games on the Ereban: Shadow Legacy project, I participated in various areas such as the development of the character's secondary abilities, camera systems, among others. Below, you will find images and videos, along with descriptions of each area I worked on.

Skills

The first task assigned to me in my role as Gameplay Programmer was to prototype the character's various secondary abilities. These abilities are as follows:

Visor

A device that allows you to observe your surroundings, scan enemies, or mark them.

  • Functions
    • Look/Zoom (Level 1): At this level, you can zoom in or out to explore the path you need to follow.
    • Scan Enemies (Level 2): At this level, you can scan enemies, identifying their types and the patrol routes they follow.
    • Mark Enemies (Level 3): When targeting enemies, they remain marked, so even when the viewer is unequipped, you can see their location, including through walls.
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Mine

A device that allows you to drop a mine that electrocutes nearby enemies, immobilizing them for a few seconds.

  • Functions
    • Drop (Level 1): Places the mine directly in front of you.
    • Aim (Level 1): Enables aiming to place the mine at a desired location.
    • Pick Up (Level 1): Allows you to retrieve the mine and recharge its use.
    • Electrocution (Level 1): When an enemy robot contacts the mine, it explodes and electrocutes the enemy, leaving it immobile for a time.
    • Area Electrocution (Level 2): The explosion electrocutes all enemies within a limited radius.
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Shadow Mine

A device that, instead of electrocuting enemies, creates a dark vortex that absorbs them

  • Functions
    • Same pick up, aim and throw functions as mines 
    • Dark Vortex (Level 3): Upon detonation, creates a dark vortex that engulfs all nearby enemies within a limited radius.

Decoy

A device that can be thrown to draw the attention of enemies.

  • Functions
    • Drop (Level 1)Places the decoy directly in front of you.
    • Aim (Level 1)Allows you to aim where you want to throw the decoy.
    • Pick Up (Level 1)Enables you to pick up the decoy and recharge its use.
    • Retrieve (Level 1): Enables you to pick up the decoy and recharge its use.
    • Sound Distraction (Level 2): In addition to the hologram, a sound is generated to draw the attention of enemies outside the hologram's visual range.
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Shadow Decoy

A device that attracts the attention of enemies and blinds them upon destruction

  • Functions
    • Same pick up, aim and throw functions as decoy
    • Shadow Distraction (Level 3): Deploys a sound-producing hologram that attracts enemies. Upon destruction, it blinds all nearby enemies within a limited radius

Shadow Control

An ability that allows you to control an enemy for a limited time

  • Details:
    • To use this ability, you must be submerged in shadows and close to the target enemy
    • There is a time limit before control is forcibly ended
    • When control is lost, the enemy is electrocuted
    • While controlling the enemy, light does not affect you, so you cannot be expelled by it

Shadow Vortex

An ability that creates a vortex to absorb and silently eliminate the enemy

  • Details:
    • To use the ability, you must be submerged in shadows and very close to the enemy
    • Once the vortex is deployed, you are free to move while the enemy is absorbed
    • The vortex silently absorbs the enemy
    • The vortex can only be used on one enemy at a time

Shadow Shield

An ability that deploys a shield to protect against enemy attacks

  • Details:
    • Only one attack can be blocked before the shield dissolves
    • If you enter shadows while the shield is active, the shield disappears
    • When an enemy attempts to grab you while the shield is up, the enemy is electrocuted when the shield breaks
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Shadow Blind

An ability that blinds an enemy from a distance

  • Details:
    • First, you must aim at the enemy you want to blind and confirm the action by pressing the button
    • If you are attacked while aiming or casting the ability, it will be canceled
    • You must be in shadow to use the ability
    • There is a maximum distance limit for using the ability
    • When an enemy recovers from being blinded, they remain confused for a few seconds before returning to their patrol

Shadow Teleport

An ability that lets you teleport behind an enemy

  • Details:
    • First, aim at the enemy you wish to teleport behind
    • If you are attacked while aiming or casting the ability, it will be canceled
    • You must be in shadow to use the ability
    • There is a maximum distance limit for using the ability
    • Teleporting generates no sound

Shadow Tomb

An ability that lets you hide a downed enemy

  • Details:
    • To use this ability, both the body and you must be in shadows
    • If you are attacked while using the ability, it will be canceled
    • When you hide an enemy's body, it will not be detected or repaired
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Shadow Veil

An ability that allows you to escape once you've been caught and blinds all nearby

  • Details:
    • You must be caught to use this ability
    • When the moment to use the ability approaches, the enemy's movement slows down and your suit changes to shadow mode
    • When activated, all enemies near the teleportation point are blinded

Shadow Doom

An ability that allows you to escape once you've been caught and executes a shadow vortex on all nearby enemies

  • Details:
    • You must be caught to use this ability
    • When the moment to use the ability approaches, the enemy's movement slows down and your suit changes to shadow mode
    • Once activated, all enemies near the teleportation point are sucked into a shadow vortex

Shadow Climb

An ability that allows you to teleport to a ledge to cross to the other side

  • Details:
    • To use the ability, you must be near a ledge that allows it
    • When close enough, press the button to merge with shadows and you will be teleported to a safe point on the ledge

Shadow Sprint

An ability that temporarily increases your speed while moving through shadows

  • Details:
    • Using this ability consumes a large portion of your stamina
    • You must be submerged in shadows to use the ability

Visor

A device that allows you to observe your surroundings, scan enemies, or mark them.

  • Functions
    • Look/Zoom (Level 1): At this level, you can zoom in or out to explore the path you need to follow.
    • Scan Enemies (Level 2): At this level, you can scan enemies, identifying their types and the patrol routes they follow.
    • Mark Enemies (Level 3): When targeting enemies, they remain marked, so even when the viewer is unequipped, you can see their location, including through walls.
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Mine

A device that allows you to drop a mine that electrocutes nearby enemies, immobilizing them for a few seconds.

  • Functions
    • Drop (Level 1): Places the mine directly in front of you.
    • Aim (Level 1): Enables aiming to place the mine at a desired location.
    • Pick Up (Level 1): Allows you to retrieve the mine and recharge its use.
    • Electrocution (Level 1): When an enemy robot contacts the mine, it explodes and electrocutes the enemy, leaving it immobile for a time.
    • Area Electrocution (Level 2): The explosion electrocutes all enemies within a limited radius.
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Shadow Mine

A device that, instead of electrocuting enemies, creates a dark vortex that absorbs them

  • Functions
    • Same pick up, aim and throw functions as mines 
    • Dark Vortex (Level 3): Upon detonation, creates a dark vortex that engulfs all nearby enemies within a limited radius.

Decoy

A device that can be thrown to draw the attention of enemies.

  • Functions
    • Drop (Level 1)Places the decoy directly in front of you.
    • Aim (Level 1)Allows you to aim where you want to throw the decoy.
    • Pick Up (Level 1)Enables you to pick up the decoy and recharge its use.
    • Retrieve (Level 1): Enables you to pick up the decoy and recharge its use.
    • Sound Distraction (Level 2): In addition to the hologram, a sound is generated to draw the attention of enemies outside the hologram's visual range.
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Shadow Decoy

A device that attracts the attention of enemies and blinds them upon destruction

  • Functions
    • Same pick up, aim and throw functions as decoy
    • Shadow Distraction (Level 3): Deploys a sound-producing hologram that attracts enemies. Upon destruction, it blinds all nearby enemies within a limited radius

Shadow Control

An ability that allows you to control an enemy for a limited time

  • Details:
    • To use this ability, you must be submerged in shadows and close to the target enemy
    • There is a time limit before control is forcibly ended
    • When control is lost, the enemy is electrocuted
    • While controlling the enemy, light does not affect you, so you cannot be expelled by it

Shadow Vortex

An ability that creates a vortex to absorb and silently eliminate the enemy

  • Details:
    • To use the ability, you must be submerged in shadows and very close to the enemy
    • Once the vortex is deployed, you are free to move while the enemy is absorbed
    • The vortex silently absorbs the enemy
    • The vortex can only be used on one enemy at a time

Shadow Shield

An ability that deploys a shield to protect against enemy attacks

  • Details:
    • Only one attack can be blocked before the shield dissolves
    • If you enter shadows while the shield is active, the shield disappears
    • When an enemy attempts to grab you while the shield is up, the enemy is electrocuted when the shield breaks
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Shadow Blind

An ability that blinds an enemy from a distance

  • Details:
    • First, you must aim at the enemy you want to blind and confirm the action by pressing the button
    • If you are attacked while aiming or casting the ability, it will be canceled
    • You must be in shadow to use the ability
    • There is a maximum distance limit for using the ability
    • When an enemy recovers from being blinded, they remain confused for a few seconds before returning to their patrol

Shadow Teleport

An ability that lets you teleport behind an enemy

  • Details:
    • First, aim at the enemy you wish to teleport behind
    • If you are attacked while aiming or casting the ability, it will be canceled
    • You must be in shadow to use the ability
    • There is a maximum distance limit for using the ability
    • Teleporting generates no sound

Shadow Tomb

An ability that lets you hide a downed enemy

  • Details:
    • To use this ability, both the body and you must be in shadows
    • If you are attacked while using the ability, it will be canceled
    • When you hide an enemy's body, it will not be detected or repaired
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Shadow Veil

An ability that allows you to escape once you've been caught and blinds all nearby

  • Details:
    • You must be caught to use this ability
    • When the moment to use the ability approaches, the enemy's movement slows down and your suit changes to shadow mode
    • When activated, all enemies near the teleportation point are blinded

Shadow Doom

An ability that allows you to escape once you've been caught and executes a shadow vortex on all nearby enemies

  • Details:
    • You must be caught to use this ability
    • When the moment to use the ability approaches, the enemy's movement slows down and your suit changes to shadow mode
    • Once activated, all enemies near the teleportation point are sucked into a shadow vortex

Shadow Climb

An ability that allows you to teleport to a ledge to cross to the other side

  • Details:
    • To use the ability, you must be near a ledge that allows it
    • When close enough, press the button to merge with shadows and you will be teleported to a safe point on the ledge

Shadow Sprint

An ability that temporarily increases your speed while moving through shadows

  • Details:
    • Using this ability consumes a large portion of your stamina
    • You must be submerged in shadows to use the ability

Cameras

During my time working on Ereban, in addition to gameplay elements, I also contributed to the development of several cameras and improvements to existing ones. The work on the different cameras was as follows:

Third-Person Camera

This is the main camera of the game. My work with this camera was secondary since it was already developed when I joined the project, but I helped with some improvements due to the game's environment. These improvements focused mainly on stabilizing the vertical movement of the camera when the character walks or runs through areas with steep inclines, caused by elements like rocks that make the character capsule move vertically very quickly.

The focus of this system was to make the camera's target point (in this case, the character) stable, even when the character capsule moves up and down rapidly. Therefore, a range was established, so if the point moved too quickly, the camera would not move. If the range was exceeded, the camera would point directly to the designated target on the character.

Fixed Camera

This camera is placed at a specific location, and once positioned, it does not change or move toward its target. Developing this type of camera was simple because all that was required was positioning it where needed, aimed at the target, and transitioning from the current camera to this one.

Attack Camera

This camera type was developed for moments when the character attacks an enemy or is caught by one. Since the third-person camera always focuses on a point on the character capsule, during joint attack animations, the camera often leaves the enemy out of the frame. This happens because the capsule is not perfectly aligned with where the character is seen, and the same applies to the enemy capsule. Thus, the attack camera seeks a point where both the character and the enemy are in the frame.

Rail Cameras

Without a doubt, this is where I spent the most time, as it is a complex system built entirely from scratch. These cameras, instead of following the player and focusing on a designated point, follow a predefined path and point toward a calculated target based on their position on the path. The characteristics of this camera system are as follows: 

  • You can fully define the path the camera will follow using customizable paths
  • The camera's target can either be the character (the default point the third-person camera aims at) or a designated point
  • If the camera's target is not the character, it follows another path related to where the camera is positioned, allowing us to set the camera's aim depending on the player's position
  • The camera path is linked to the player's location, so we can decide where the camera will be positioned and where it will point depending on where we are
  • For sharp camera transitions, the character controls remain active until the camera change is complete
  • A specific direction can be set for the camera
  • When entering or exiting this camera, we can rotate the third-person camera to a specific angle, either instantly or with a smooth transition
  • We can assign specific conditions for switching to this camera, for example, the camera change will only happen if the player is not submerged in shadows. This way, when the player merges with shadows, the third-person camera will be active, allowing them to see where they are moving in this state

Additionally, rail cameras have a custom editor that allows you to visualize where the camera will be positioned and what it will focus on based on the player's position

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Difficulty System

I developed this system for the game's first update. The idea was to add multiple difficulty levels beyond the existing one, as well as one below, to meet the needs of different players. Some of the key features of this system are as follows:

  • There are four difficulty levels: Easy, Normal, Hard, and Extreme.
  • You can assign a different difficulty level to each save slot.
  • The difficulty can be changed at any point during the game, but when calculating the final ranking at the end of the level, it will consider the easiest difficulty used.
    • For example, if you started the level on Hard but switched to Easy halfway through, the ranking will be calculated with the Easy difficulty score.
  • On Easy, the highest ranking you can achieve is A, while on Hard or Extreme, you can reach the SS rank.
  • On Easy, if you fall off a cliff or into another dangerous area, you won't die; instead, you will respawn from the spot you fell.
  • You cannot play on Extreme difficulty until you've completed the game at least once

Additionally, each difficulty level has its own specific settings for certain enemy attributes (such as speed, detection time, vision range, etc.), as well as modifiers for the player's attributes (for example, ability cooldowns, more stamina, etc.).

Finally, Extreme difficulty adds features that make it completely different from the others:

  • Once chosen, it cannot be changed at any point during the game.
  • If you die, you must start from the beginning, as the game will be erased.
  • You cannot exit the game, as doing so will delete your progress.
  • Upon completing the game, you will receive a congratulatory message, and the main menu screen will change to a different one.

Coleccionables

In the game, I developed a collectibles system that provides development points for the character's abilities and gadgets. This system ensures that each collectible is unique and, once obtained, cannot be collected again, even if the level is replayed. There are four types of collectibles:

  • Shadow Orbs: Collecting these orbs adds points that allow you to unlock abilities in the skill tree.

  • Tech Card: These cards add points to unlock new gadgets or upgrade those already unlocked.

  • Ereban Catalyst:This collectible is used to upgrade the final levels of the gadgets, turning them into their shadow versions.

  • Datapad:While this collectible does not provide development points, it displays texts that offer clues or additional information about the game's story.

Recursos

n addition to collectibles, the game features several resources that allow you to recharge the abilities and gadgets that have already been unlocked. Unlike collectibles, these resources respawn on different maps, even when replaying them. The resources are as follows:

  • Shadow Dust: Mainly used to recharge abilities, although it is also necessary for some shadow gadgets.
  • Scrap: Used to recharge all gadgets.

Contenedores Drones

In the game, I developed containers that move through the air using drones as part of the gameplay. This system operates as a circuit, where the path is set using fully adjustable points.

The features of this system are as follows:

  • You can set a general speed for the entire circuit or configure the speed at each point, allowing the drone to move faster or slower on different sections.
  • The drone can be made to brake when reaching a specific point.
  • If the change from one point to another has an angle greater than 20°, the drone will brake to turn at that point before moving to the next. If the angle is smaller, it will gradually adjust its direction toward the destination point.
  • If the drone needs to brake, the time and distance required for it to stop are calculated during circuit editing, so these calculations don't run during gameplay.
  • Visually, the circuit is represented by a white line, the braking sections are marked in red, and the acceleration sections are marked in green, indicating where the drone speeds up to reach the set speed.
  • The circuit can be closed or open. If it's open, when the drone reaches the final point, it will teleport back to the starting point (this teleportation is hidden with environmental elements to mask the transition).
  • The containers that follow the circuit can be changed from the configuration settings.

Below you can see an example of a complex test course with large turns, climbs and descents and a circuit with no start or end:

The following video shows an example of how these containers are used in the game. In this case, they are used to get over a precipice that we would otherwise be unable to cross.

In this other video, we can see a similar example, but with a different type of container. In this case, the character must move around the container to avoid a light that follows the path. If the light reaches the character, he would fall off the cliff.

In this last video we can see an example of a combination of containers where we will not only use the main mechanics to stick to them but also jump on top of them.

Achievements

Another system I developed was the game's achievements system. This system acts as an intermediary with the Steam API to unlock certain achievements when the set conditions are met. Additionally, it registers in the game itself that the achievement has been unlocked to prevent unlocking it again. The achievements are as follows:

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A Conventional Job Interview

Complete Chapter 1

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Echo of Connection

Complete Chapter 2

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Echo of Betrayal

Complete Chapter 5

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Echo of Death

Complete Chapter 6

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Legacy of Light

Complete the Light ending

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Legacy of Hope

Complete the Hope ending

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Legacy of Darkness

Complete the Darkness ending

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Ghostly

Earn the medal in all chapters

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Merciless

Earn the Merciless medal in all chapters

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Peacemaker

Earn the Compassionate medal in all chapters

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You are pretty good

Obtain a 'S' rank in every chapter

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Peacekeeper

Learn all the non-lethal and mixed shadow powers

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Executioner

Learn all the lethal and mixed shadow powers

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Tinkerer

Craft and upgrade every gadget

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One of us

Help Kelsa and all her team in Chapter III

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A friend in need

Help Gerel escape with his cell in Chapter IV

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Family

Help Helena to find out what happened to her family in Chapter V

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Eclipse

Open the secret room in Chapter VI

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Hey, who turned out the lights?

Use Shadow Control on a worker

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Electrifying personality

Paralyze three or more SYMs with a single mine

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Black holes

Use Shadow Vortex on three or more enemies in a row before materializing

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By the skin of your teeth

Use Shadow Merge to avoid a HAWK shot

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Ornithologist

Scan the crow in Chapter III with the visor

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Leap of faith

You are now part of the creed

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Hello there

Get detected by three or more SYMs at the same time

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The Boss

In Hard difficulty, obtain a golden 'S' rank in every chapter

Limits

Another system I developed in Ereban was the limits system, designed to prevent the character from moving outside of the intended areas. This system would return the character to a previous point or make them turn around if they tried to pass certain boundaries. It was necessary to avoid players exploring unintended areas or getting stuck without being able to advance. Three types of limits were developed:

  • Death Limits: These limits were created to prevent endless falls by dropping off cliffs. When the character touches one of these limits, they die, and a fall camera is activated. This is a fixed camera positioned above the character, pointing downwards.
  • Return Limits: These limits are placed in areas that the character should not explore yet, but may be accessible later. When the character enters these limits, they turn around and briefly mutter dialogue, indicating that they need to go back.
  • Restoration Limits: These limits were developed for areas that, although accessible, are not part of the playable environment and could complicate returning to the main path. Their function is to teleport the character to one of the safe points stored while moving through the scene, ensuring they don’t get stuck in non-playable areas (for example, background areas created to prevent the environment from feeling empty).

Gameplay Elements

The last task I worked on was designing and developing a wide variety of gameplay objects and elements. Each of these was created to enrich the player's experience, encouraging interaction with the game's environment.

From functional systems like generators and alarm towers to more narrative elements like shadow runes and museum players, each component was carefully designed to serve a specific role in both gameplay and the title's narrative. This work allowed me to refine my technical skills while also exploring new ways to integrate game mechanics with level design and player immersion.

Below are the details of each developed element, including descriptions of their functionality and impact within the game.

  • Alarm Tower: This object is used by NPC workers to raise the alarm when they detect the player. When activated, it alerts all nearby enemies and NPCs. When inactive, it shows a fixed red light; when activated, the light flashes, and an alarm sound is emitted.

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  • Battery Generator This object functions as a switch with two states: on or off. The player can interact with it to deactivate it and obtain a battery, which can then be used to power this generator or other similar ones. When activated, it triggers actions such as opening doors, moving objects, etc.
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  • Bird Chip Radar This element provides a user interface (UI) that indicates the proximity and direction of the chip carried by the bird in one of the game’s maps.

  • Conducts: In certain areas of the game, the player must access conduits to advance. Upon entering, the view switches to a first-person camera, and most shadow powers and gadgets are deactivated.
  • Force Fields These objects restrict access to certain areas until unlocked through specific actions, allowing passage once unlocked.
  • Hand Terminal: This object allows the player to execute commands such as unlocking doors, deactivating force fields, or activating other specific elements.
  • Lever: Similar to other interactive objects, levers allow the player to perform actions like opening doors, deactivating force fields, or activating mechanisms.

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  • Alarm Light: These lights activate in certain areas when enemies are alerted to the player’s presence or during specific events. When lit, they not only illuminate but also emit rotating red light beams.
  • Doll Map: Provides a UI with a map showing the location of the doll in a side mission within one of the game’s maps.
  • Museum Player: These devices, located in the tutorial map, play dialogues and show scenes that explain parts of the game's story to the player.
  • Shadow Runes: Elements that offer clues to the player for solving certain puzzles in different parts of the game.
  • Doors: Serve as barriers preventing passage until certain conditions are met to unlock and open them.
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  • Sensor Doors: These special doors cannot be opened by the player in any way. To pass through them, the player must wait for an enemy to approach and pass through, allowing them to slip through before the door closes again.