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
Description
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Readme 22 MiB
Languages
JavaScript 96%
CSS 2.2%
HTML 1.7%