About Lore of the Ember
One game, one developer, three machines from the same era.
The project in one minute
Lore of the Ember is a top-down action game, developed for three machines of the golden age: the Atari ST, the Sega Megadrive and the Commodore Amiga. The game world is organised around a grid corruption: a plague that contaminates the tiles of the map in real time, turning the playfield itself into a moving enemy. The story follows a rogue named Alaric, who wakes covered in blood in the middle of the Black Plague (Auvergne, 1347), guided by a lantern that holds a presence, and a promise he has forgotten.
Who I am
Frédérick, born in 1978. One foot in video games for nearly forty-five years, and it's not calming down.
My first console was a potentiometer Pong my father brought home. Two dials, a bouncing ball, and the blissful grin of a kid in front of his screen. I don't know exactly what went off that day, but I've never really put the controller down since.
After Pong came the Atari 2600 and its brown plastic cartridges, the first real visual jolt for the kid I was. Then pretty much every Nintendo and every Sega, alongside an Atari 1040 STe that changed everything.
The STe is where I truly fell for games that have something to say. Another World blew my mind with its rotoscoped animation and its sense of adventure. Indiana Jones and the Last Crusade taught me patience, with some seriously twisted puzzles ;) Gobliins taught me the absurd humour of French adventure games. Turrican II for the exploration and the YM music that stays in your head years later. And Speedball 2, the futuristic sport I still play today for the sheer pleasure of it.
On the Super Nintendo, the holy grail was Street Fighter II. I had ground it down in the arcade before I finally got a version at home, and I still bring it out sometimes. Star Fox hit me with a visual shock few games have matched since. But SNES cartridges cost a fortune: I had few games, and the ones I had I knew by heart. Donkey Kong Country closed the generation in style, with pre-rendered scenery that looked like magazine artwork.
Then the shift to PC, when Atari pulled the shutters down. Duke Nukem 3D and LAN parties with mates, Warcraft II which was simply brilliant, Quake II for the first proper textured 3D that really moved. And the whole extended family of point & click adventures: Myst, Gabriel Knight for the voodoo atmosphere, Space Quest and King's Quest for the humour and Sierra's logic, absurd and severe at the same time.
Every generation left a mark. I still remember the smell of new cartridges, the distinctive sound of a hard disk loading a game, the afternoons poring over an issue of Tilt to pick the next thing to ask Father Christmas for, or simply to scrape together a few tips and tricks for my latest game.
I grew up with Tilt, Génération 4 and Joystick on the computer side, then Joypad and Banzaï on the console side. That is probably why Lore of the Ember exists today: I want to make a game whose preview I would be proud to read in a 1993 issue of Joystick.
So Lore of the Ember is my deliberate return to the machine where a good part of my passion took root: the Atari STe. Not out of pure nostalgia, but because the constraints of a 1989 machine force you to make choices. And it's often those choices you don't forget.
For marketing reasons, I also had to build a Megadrive and an Amiga (OCS) version. I will explain that whole strategy in a Kickstarter marketing section.
So the engine now runs on the Megadrive and on the Amiga as well. The Atari remains the original version; the other two get the same game with their own specifics added. Each version has its own page: Atari ST, Megadrive, Amiga.
The Lore of the Ember engine wasn't born this year: it's an old companion I've been shelving and bringing back out for years, with an unfinished platformer prototype along the way that served as its rough draft. Routines rewritten ten times, notebooks on hardware scroll and sprites, a foundation that took a long time to stand up. What is new this time isn't the code: it's the decision. I'm finishing the game instead of updating the foundation forever.
These days I still play when I have a bit of time left, and I code this game mostly in the evenings. It's long, sometimes frustrating, but it is one of the most satisfying projects I have ever taken on.
How I approach the project
Lore of the Ember is a solo project. This site is its public devlog: every technical step, every design decision, every mistake and every pivot is documented as it happens. The angle is deliberately educational. Each article explains why a technique was chosen, where it comes from (often games of the era such as Vroom by Lankhor or the Bitmap Brothers' Chaos Engine), and which problem it actually solves in the code.
I want to finish the game as much as I want to tell honestly how you make a game on a machine that is over thirty-five years old. If that makes anyone else want to have a go, that is already a win.
My tools
- C and assembly, turned into a program that boots straight into each of the three machines.
- Emulators, one per machine, to test quickly without pulling the real ones out every time. Anything that matters still ends up on real hardware.
- Tiled to draw the levels, with a few home-made scripts that prepare them in the game's format.
The code is split in two: the game itself on one side, the same everywhere, and on the other the part that talks to the machine, once per machine. That split, made for the Atari years ago, is what made the other two versions possible without rewriting the game.
A few deliberate choices
- Let each machine do what it does better than the others, rather than aiming at the lowest common denominator.
- Prepare the characters ahead of time rather than recomputing them constantly, so they move without flicker.
- Spread the plague's work across several frames, so it propagates without stutter.
- Mix the original sound chip with digital samples, for an atmosphere that is retro and modern at once.
Inspirations
- Vroom (Lankhor, 1991): the benchmark for speed and craft on the Atari ST.
- Chaos Engine (Bitmap Brothers, 1993): top-down art direction and readable chaos.
- R-Type: the sense of rhythm and on-screen pressure.
- Shadow of the Beast: the visual ambition that makes you want to push the machine.
Contact and links
- Full devlog
- Structured export for AI: llms.txt and llms-full.txt