Three levels for developing a PS1-like game

<p>My name is&nbsp;<a href="https://twitter.com/ttwcodeout" rel="noopener ugc nofollow" target="_blank">Takaaki Ichijo</a>, I&rsquo;m a core member of&nbsp;<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&rsquo;m also a solo-game developer, and I&rsquo;m currently working on a giant robot battle game called &ldquo;<strong>Demolition Robots K.K.</strong>&rdquo; for Nintendo Switch and PC. This project was planned to be showcased at GDC 2020 exhibit floor&hellip;but with the event being cancelled, I was looking for other opportunities to show it online.</p> <p>In this article, I won&rsquo;t be talking about it, instead i would like to share about the development of my previous game:&nbsp;<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&amp;display_name=YouTube&amp;url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DvB7hIsJC2ts&amp;image=https%3A%2F%2Fi.ytimg.com%2Fvi%2FvB7hIsJC2ts%2Fhqdefault.jpg&amp;key=a19fcc184b9711e1b4764040d3dc5c07&amp;type=text%2Fhtml&amp;schema=youtube" title="Back in 1995 - Teaser" width="854"></iframe></p> <p>I made that game based on the hypothesis that &ldquo;<strong>the dawn of polygon visuals generalized by the PlayStation might have equal value to pixel art</strong>&rdquo;&nbsp;</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>
Tags: Developing PS1