Three levels for developing a PS1-like game
<p>My name is <a href="https://twitter.com/ttwcodeout" rel="noopener ugc nofollow" target="_blank">Takaaki Ichijo</a>, I’m a core member of <a href="https://asobu.dev/" rel="noopener ugc nofollow" target="_blank">asobu</a>, and helps to introduce our activities and community to local indie game creators in Japan.</p>
<p>I’m also a solo-game developer, and I’m currently working on a giant robot battle game called “<strong>Demolition Robots K.K.</strong>” for Nintendo Switch and PC. This project was planned to be showcased at GDC 2020 exhibit floor…but with the event being cancelled, I was looking for other opportunities to show it online.</p>
<p>In this article, I won’t be talking about it, instead i would like to share about the development of my previous game: <strong>Back in 1995</strong>.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:700/1*JKMAxuTYHu02Af337UBbDQ.png" style="height:394px; width:700px" /></p>
<p>Back in 1995</p>
<p><a href="https://backin1995.com/" rel="noopener ugc nofollow" target="_blank">https://backin1995.com/</a></p>
<p><iframe frameborder="0" height="480" scrolling="no" src="https://cdn.embedly.com/widgets/media.html?src=https%3A%2F%2Fwww.youtube.com%2Fembed%2FvB7hIsJC2ts%3Ffeature%3Doembed&display_name=YouTube&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DvB7hIsJC2ts&image=https%3A%2F%2Fi.ytimg.com%2Fvi%2FvB7hIsJC2ts%2Fhqdefault.jpg&key=a19fcc184b9711e1b4764040d3dc5c07&type=text%2Fhtml&schema=youtube" title="Back in 1995 - Teaser" width="854"></iframe></p>
<p>I made that game based on the hypothesis that “<strong>the dawn of polygon visuals generalized by the PlayStation might have equal value to pixel art</strong>” </p>
<p><a href="https://asobu.medium.com/the-3-difficulty-levels-for-developing-a-ps1-like-game-3508f24410c7"><strong>Visit Now</strong></a></p>