Silicon Abyss
Documenting the application of art through technology.
Silicon Abyss
Navigation
  • Home
  • About Me
    • Twitter
    • Youtube
    • Tumblr
  • Books
    • The War Devil
  • Writing
    • Challenges
  • Animation
    • Spirit Tamer
    • Mico
  • Game Dev
    • General Development
    • Lost Echos
    • Frantic
You are here: Home › Uncategorized › Lost Echo’s Preview 50 – Designing the Experiment Room

Lost Echo’s Preview 50 – Designing the Experiment Room

July 24, 2026 | Filed under: Uncategorized

Sorry for the lack of updates over the past 3 months. I’ve been in the process of moving and had to take my workspace apart. Picking things back up with the game, and this month I started working on the Experiment Room. I need a way to easily test and debug game states. I have been manually setting flags in the code to test things then starting and stopping the game, but that really does take a bit of time, so I decided to work towards finishing up the experiment room so that it can double as a debug room.

Blocking out and Designing components

I started by blocking out the design for both internal and external components. Then refined the design, and added in the aspects for the recording device, lights, and side compartments. I added in Animations for the Cassette Wheels, which is a simple armature for the wheels to spin, and a UV trick along the film’s model the move, then synced up the two animation in game to make it look like one seamless motion between the two objects.

I then added in two switches for the Recording Device. One turns on the wheel, the other has no function yet.

New Lighting

I also made two new lights for this room. Originally when I was thinking of this room in my mind, there would be ambient light given off by status lights from the machine, but I felt like it was too dark in engine, so I put in two lights behind the player. I was going to reuse the maintenance lights I’ve used a couple of times, but I felt like they took up too much space and covered the doors. So I just made two new ones, that could be more flush against the wall.

Designing the internal door ways

The internal doors for the experiment room are animated, but I haven’t included any interaction for them yet. They’ll be controlled in other ways to prevent the player from entering the inner compartment.

That’s all for this week, if you can see the current preview in the YouTube short below.

 

Share this:

  • Share on X (Opens in new window) X
  • Share on Facebook (Opens in new window) Facebook
  • Share on Reddit (Opens in new window) Reddit
  • Share on Pinterest (Opens in new window) Pinterest
  • Share on Tumblr (Opens in new window) Tumblr

Like this:

Like Loading…

Did you like this article? Share it with your friends!

Tweet

Written by J. B. Medlin

Follow me on Twitter

Leave a ReplyCancel reply

Newsletter

Sign up for our mailing list.

Recent Posts

  • Lost Echo’s Preview 50 – Designing the Experiment Room
  • Lost Echo’s Preview 49 – Wwise Updates & Dreamscape Audio
  • Lost Echo’s Preview 48 – Implementing Branching Paths
  • Lost Echo’s Preview 47 – Moths reacting to lights
  • Lost Echo’s Preview 46 – Hybrid Moth Pathing System

Archives

  • July 2026 (1)
  • April 2026 (3)
  • March 2026 (3)
  • October 2025 (1)
  • August 2025 (1)
  • October 2024 (1)
  • January 2021 (1)
  • October 2020 (2)
  • July 2015 (4)

zecona Follow

Writer, Animator, Game Dev, and Internet Nomad

zecona
zecona zecona @zecona ·
24 Jul

This week for Lost Echo's, getting things set back up after moving, and I found time to work on designing the experiment room.
#indiegame #indiedev #gamedev

Reply on Twitter 2080744833400910221 Retweet on Twitter 2080744833400910221 1 Like on Twitter 2080744833400910221 20 X 2080744833400910221
zecona zecona @zecona ·
17 Apr

This week for Lost Echo's, Mostly focused on updating Wwise, testing geometry on the station, and expanding the footstep handling across dreamscapes.

#indiegame #indiedev #gamedev

Reply on Twitter 2045261019644350544 Retweet on Twitter 2045261019644350544 Like on Twitter 2045261019644350544 5 X 2045261019644350544
zecona zecona @zecona ·
11 Apr

Want the full details on the new moth pathing system and reflection graphics options? I just posted Devlog Preview 48 on covering the whole process:https://zecona.itch.io/lost-echos/devlog/1486151/lost-echos-preview-48-implementing-branching-paths
#indiegame #indiedev #gamedev

Reply on Twitter 2043011196593311900 Retweet on Twitter 2043011196593311900 Like on Twitter 2043011196593311900 X 2043011196593311900
zecona zecona @zecona ·
10 Apr

This week on Lost Echo, I wrapped up the pathing system! Moths can now enter/exit rooms and actively seek lit ones when theirs goes dark.
#indiegame #indiedev #gamedev

Reply on Twitter 2042724306971693154 Retweet on Twitter 2042724306971693154 Like on Twitter 2042724306971693154 5 X 2042724306971693154
Load More

Goodreads

Top Posts & Pages

  • Lost Echo's Preview 50 - Designing the Experiment Room
  • Contact
  • Lost Echo's Preview 49 – Wwise Updates & Dreamscape Audio
  • Lost Echo’s Preview 48 - Implementing Branching Paths
  • Lost Echo's Preview 47 - Moths reacting to lights
  • Lost Echo's Preview 46 - Hybrid Moth Pathing System
  • Lost Echo's Preview 45 - Expanding the Console
  • Privacy Policy
  • Lost Echo's Preview 44 - The Sugar Dynasties
  • Lost Echo's Devlog #2: August Updates

Login

  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org
  • http://www.youtube.com/@ZeconaX
  • Facebook
  • X
  • Goodreads
  • Mail
Privacy Policy
Contact

© 2026 Silicon Abyss

Powered by Esplanade Theme and WordPress

%d