Devlog 1: "The Titular Room"


It's been some time.

Making big games has been complicated. They either go through or not. The majority of the time it's not. So what's a better idea than to just remake that went through?

Not so simple. Lightstorm has been on the idea board for some time enough, and I went through various changes since. For one, I have fully committed to developing games solely with C and the likes (waiting for Jai...) without engines. It took struggle and hell but it's so worth it owning all of your game's construction. I have also further developed on the area of 3D and general art, and I use Debian Linux instead of Microsoft Windows 10, which changed drastically my workspace for the better.

What led me to go through with this project was an idea I had when looking on twitter and seeing the interest on old-school 3D. I thought it would be awesome to try doing a render stylized after this sort of look and feel, so I practiced for a while... Until one day I made a little room and saw how much it reminded me of the game I once worked on a year ago:


And so I started iterating on it.


And then more.


AND THEN MORE.


AND THEN M- oh we done


This full remake of the titular room has been probably the most complex scene I have made period. At least 2-3 days worth of work has led into something I'm very proud of. There are little details everywhere, from the go board to vhs tapes behind Cube (who now likes japanimations for some reason?) and then some more.

Oh, did I tell you about Full Motion Video? Let me tell you about them. They create transitions from static shot to static shot, and thanks to pl_mpeg.h I could get the cool ones working.

I think that's all for now, I'm next going to work on rendering stuff and putting together the systems for scenes and dialogues. See ya, and have a great day, and stay safe!

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