Hey everyone. I’m a 30-year-old solo dev starting this thread to document the journey of my first major project: Blackwater Chronicles, and frankly, to keep my feet to the fire so I don't stop working on it.
To be completely honest, I’m a total noob in the actual game development world. But I’ve been gaming for over 27 years—I was basically born with a PS1 controller in one hand and a keyboard in the other. For years, I played games competitively across MMORPGs, MOBAs, and FPSs, always striving for that top 1% bracket. But lately, everything feels dull. My expectations are through the roof, and modern games just aren't hitting the spot. After thinking about it for 12 years, I finally decided to learn programming(started 7 years ago) and build the exact game I want to play—something that fills the missing gaps and layers on true depth.
People and friends keep telling me I need clear boundaries, that I should stop adding features and just "focus on the simple." But if I wanted a simple, safe game, I wouldn't have started this journey. I’d still be playing the same repetitive stuff. I want more freedom, more build variety, and absolute player creativity without artificial meta restrictions.
The Vision
Ai concept cover art

Blackwater Chronicles is a massive 3D Sandbox RPG. I am trying to capture the specific aspects that made games great in my eyes: the raw atmosphere and simulation of Kenshi, the world-building and reactivity of Fallout, Skyrim, and Oblivion, the sense of scale from old-school World of Warcraft, and the mechanical depth of Baldur's Gate 3.
I don't expect to magically match the caliber of those massive studios alone, but I am chasing that exact feeling, ambience, and sheer depth of simulation.
Ai concept map of the world

The Technical Pipeline (and Pitfalls)
Managing a massive sandbox solo means being smart about the asset pipeline. I have zero art experience, so I've been experimenting with alternative workflows:
The Initial Idea: I started out trying to build a deep, dialogue-heavy system using local AI models to generate image sliders for concepts. I threw it out. The artwork felt like static concepts rather than a living game, and the setup didn't satisfy my gameplay needs.
The 3D Pivot: I shifted to a full 3D layout using Blender to kitbash untextured low-poly geometry.
Dither Hell: To avoid dealing with textures and complex color theory, I opted for a strict 1-bit visual style. I spent days in absolute hell trying to get screen-space dithering and 3D lighting to play nice. I kept getting massive, ugly light blobs, lost contrast, and artifacts that drove me out of my mind.
I almost gave up and considered coloring everything by hand in Blender. Then I looked closer at Return of the Obra Dinn and realized that this 1-bit 3D space is entirely possible if you handle the math right.



Current Status (As of 6/6/2026)
Right now, I am deep into researching the documentation and rendering post-mortems of 1-bit (or 2bit with 3 shades of Green plus black) 3D engines to fix my shader pipeline early before the project scales up. I’m currently testing a restricted 2-color palette to keep the layout locked down while preserving the atmospheric shadows the game needs.
I’ll be updating this thread with my progress, code snippets, and design hurdles. If anyone else here has fought the battle against 3D lighting in a 1-bit post-processing shader, let's talk.
Thanks for stopping by.
Ps I know many people hate Ai in general and specifically in development. I actually love them. Because an impossible dream is now more than ever possible.

