sssss
Personal development documentation
THE BACKROOMS
PROJECT
A private workspace for defining the game, recording systems, tracking development, and keeping ideas from getting lost.
Project status
Early development
Engine / stack
Three.js · JavaScript
Documentation
Living document · update freely
Vision
Define
Write the core idea here. What should the player feel? What makes this version of the Backrooms different? What absolutely must survive development?
Rule: Keep this section about the intended experience, not implementation details.
Core concept
[Your description]
Design pillars
[Pillar 1] · [Pillar 2] · [Pillar 3]
Gameplay
Design
Describe the player's main loop and what they actually do.
Exploration
[Describe]
Progression
[Describe]
Threats
[Describe]
World System
Architecture
Document the rules that define the world: coordinates, room boundaries, connections, world states, special areas, and persistence.
World rules
Loading flow
WORLD
├─ Coordinate system
├─ Room grid / graph
├─ Room dimensions
├─ Connections
├─ Special states
└─ Persistence
[Replace this with your actual rules.]
Room System
System
Document what a room is, how it is represented, what data it owns, and how rooms connect to one another.
Room
├─ Position
├─ Size
├─ Type
├─ Doors / exits
├─ Geometry
├─ Lighting
├─ State
└─ Special properties
Notes: [Add room rules, variants, edge cases, and future plans.]
Procedural Generation
Core
Keep the algorithm and its assumptions here. Record decisions as you make them so you don't have to rediscover them later.
Seed system
Input → world seed + room coordinates
↓
Deterministic seed
↓
Room type / layout / variation
↓
Generate geometry
Open questions
[How are seeds derived? How are special rooms selected? Can dimensions vary? What must remain deterministic?]
Player System
System
Movement, camera, collision, animation, interaction, and player state.
Movement
WASD · jump · crouch · sprint
Camera
First / third person · look system
Collision
[Rules and implementation]
Multiplayer
Future
Use this section to separate multiplayer requirements from the single-player architecture.
CLIENT
├─ Local player
├─ Visible remote players
└─ World rendering
SERVER
├─ Authoritative state
├─ Player positions
├─ Room/world state
└─ Synchronization
Optimization
Engineering
Record performance constraints and decisions here. Don't optimize blindly—write down the bottleneck first.
Rendering
[Draw calls, geometry, lights]
World streaming
[Active room strategy]
Memory
[Reuse / disposal strategy]
Roadmap
Plan
Phase 1 — Foundation
[Core scene, player, basic rooms]
Phase 2 — World
[Procedural generation, room streaming, variations]
Phase 3 — Game systems
[Interactions, entities, progression]
Phase 4 — Multiplayer
[Networking, synchronization, server architecture]
Phase 5 — Polish
[Audio, atmosphere, optimization, UI]
TODO
Live
Checkboxes are saved automatically in your browser.
Define game vision
Finalize room data structure
Implement deterministic room seed
Implement room streaming
Implement player collision
Create first special room
Document multiplayer architecture
Ideas
Scratchpad
Dump ideas here without forcing them into the roadmap. Promote them only when they become real plans.
[Idea] — [Description]
[Idea] — [Description]
[Idea] — [Description]
Changelog
History
2026-09-08
Documentation workspace created.
[Date]
[What changed and why]
Important
aaaaaaaaaaaa