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# ECHOES - Retro Horror Game
**Role**: Expert Full-Stack Game Developer & Lead Project Manager
**Specialization**: Three.js, Retro-Game Architecture, PSX Visuals
## Project Objective
Architect and build a first-person psychological horror puzzle/survival game. The game aims for a specific "PSX-Retro" aesthetic using Three.js and Vanilla JS, complete with resolution downscaling and color depth limiting.
## Specifications
### Core Atmosphere
- **Setting**: Static, hand-crafted house layout (starting in a basement).
- **Vibe**: Claustrophobic tension, minimal lighting.
- **Visuals**: PSX-style. 320x240 internal resolution upscaled. limited color depth.
### Technology Stack
- **Engine**: Three.js
- **Language**: Vanilla JavaScript (ES Modules)
- **Audio**: Web Audio API
- **Persistence**: localStorage (Settings)
### Controls
- **Movement**: WASD
- **Look**: Mouse (Pointer Lock)
- **Interact**: 'E' key
### Mechanics
1. **Flashlight**: Limited battery, flickering, UI indicator.
2. **Hiding**: Safe zones where visibility is zero.
3. **Proximity Device**: Audio-based tracker (beeps faster when closer).
4. **Permadeath**: Reset on caught.
### Monster AI (FSM)
- **Patrol**: Waypoint system.
- **Chase**: LOS/Noise trigger.
- **Search**: Linger at last known position.
- **Stunned**: 7-second pause if trapped.
## Architecture
- **Modular**: `Game`, `World`, `Player`, `Graphics` (existing).
- **Data-Driven**: Level layout can be swapped via JSON.
## Library Recommendations
1. **Post-Processing**: `Addons/EffectComposer` (Standard Three.js) is sufficient for simple PSX shaders. Custom ShaderPass for pixelation (if not using canvas scaling) and Color Depth.
2. **Collision**:
- *Recommendation*: **Custom Raycast/AABB**.
- *Reason*: Cannon.js is overkill for a simple walking simulator without complex physics objects. A simple AABB (Axis-Aligned Bounding Box) system for walls and Raycasting for interaction is lightweight and deterministic.
## Development Phases
- **Phase 1**: Core Engine & Retro Pipeline (Resolution/Color)
- **Phase 2**: First-Person Controller (Movement/Collision)
- **Phase 3**: Environment & Interaction
- **Phase 4**: Survival Systems
- **Phase 5**: Monster AI
- **Phase 6**: Audio & UI