u/johnreno

Experimenting with background art to create a CRT around my browser game
▲ 1 r/itchio

Experimenting with background art to create a CRT around my browser game

Sorry if I'm posting too much here lately, but I wanted to try adding a retro look to my game, because it's a remake of a Sega Master System game - so I thought adding a CRT TV to the background of my itch.io page would be a nice touch to make it feel more 80s.

I also decorated it with stickers of sprites from the original game, and made it feel like it was part of the background.

Here's how it looks (view on desktop to see it correctly): https://johnreno.itch.io/ghost-house-3d

I also uploaded a clean version here if anyone wants to use it: https://imgur.com/a/crt-tv-itch-io-embeds-9G5l3Bk

Just set your embed viewport 870 ˣ 654 and it should fit nicely. Hope it's useful to someone - if you use it on your game page I'd love to see a link! 🙂

u/johnreno — 9 days ago

I used Claude, Codex and Suno to build a 3D action horror game in Three.js as a graphic designer with basic HTML/JS knowledge

Hey everyone, first time posting here. Just released Ghost House 3D and wanted to share how the AI side of this actually worked. Also my first time making a 3D game.

It's a fast-paced first-person action game set in a haunted mansion, loosely inspired by the 1986 Sega Master System game Ghost House. I grew up playing the original and always wanted to remake it. The AI workflow is what finally made it possible.

I designed the whole game, art direction, level structure, mechanics and UI. For the AI workflow I used Claude for prompt generation and planning, Codex for implementation and debugging, and Suno to remix the original game soundtrack across multiple genres that transition between room types Banjo Kazooie style. Different areas of the manor have their own feel and the music shifts as you move through them.

On the technical side the trickier stuff was procedural floor generation, frustum culling and distance-based light limiting to keep it running in a browser tab, gamepad support with rumble via the Web Gamepad API, and adding multiple graphics levels with different amounts of shaders and room particles.

The whole thing runs as a single HTML file in the browser. Free to play, Windows and Mac downloads too. Also runs pretty well on Steam Deck via the Linux build.

Would love to know how others manage an AI workflow across multiple tools. Mine was pretty chaotic with multiple terminal windows and build scripts but it got there. Feedback welcome!

https://johnreno.itch.io/ghost-house-3d

u/johnreno — 14 days ago
▲ 18 r/SMSGG+2 crossposts

I loved Ghost House as a kid, so I made a game inspired by it

Ghost House was one of my favourites growing up. Played it when I was 7 and something about it just stuck with me.

I'm a designer not a developer but I wanted this game to exist so I made it happen. Free browser game, loosely inspired by the original with a lot of my favourite roguelike bits thrown in. Really happy with how it turned out.

Would love to know if anyone here loved playing it back in the day. Give it a try if you want - hope you like it! 🙂

https://johnreno.itch.io/ghost-house-3d

u/johnreno — 14 days ago
▲ 39 r/MasterSystem+1 crossposts

I built a browser-based first-person horror game in Three.js with procedural generation

Hey everyone, I've released Ghost House 3D on itch and just wanted to share here if anyone is interested:

https://johnreno.itch.io/ghost-house-3d

I'm a graphic designer not a developer. Used Claude to help me write the initial Three.js "engine" and debug the code. The whole thing runs as a single HTML file in browser, and I used NW.js to build platform specific executables.

Biggest things I learned:

  • ACESFilmic tone mapping is great.
  • Shadows are expensive.
  • Prewarm and precache EVERYTHING.
  • Frustum culling and distance-based light limiting were essential to keep it running in browsers without huge lag spikes.
  • Hard particle caps stopped chaotic rooms from tanking the frame rate when shooting 10 enemies while holding five guns.
  • Procedural floor generation was the most fun part, every run stitches rooms together differently.
  • The Linux build runs on the Steam Deck with rumble support too!

It started as just a project to make a game for myself but I really hope you find it fun. I think Three.js is a really incredible library and I appreciate this community for the inspiration to "finish" a "real" game.

Some gameplay footage:

https://youtu.be/vgUeUNRmx1o

u/johnreno — 12 days ago