199X Development Update #02 - Major Project Changes and Technical Talk
Hey everyone! First of all, thank you for following the development of The Ba- I mean, 199X! That's right, there has been a complete overhaul of the project since you have last seen it, and as a result of that, and the 1-Year anniversary coming up of the 1st every devlog for 199X, it's about time I update you all on the project, right?
Now as you can tell, a lot has changed since the last time you saw this project, have a look at this comparison of the 2019 rendition of the project and the project today in 2020: NOTE - This Image has been down scaled for the sake of this devlog and the effects and contents shown on the right do not represent in-engine or in-game screenshots or footage.
Would you look at the difference? It's like an entirely different game! (It actually is, their completely different projects now). Today's devlog is going to explain how these changes came to be, how they impacted the development of 199X and what you can expect in terms of development updates and things of the sort going forward.
As for the main reason why the art-style has changed so dramatically, being able to stand out in a market now as large as the indie games market is a very difficult thing to pull off. 199X in its previous incarnation if it continued to of been developed, would of ended up turning into a mashup of other indie titles mechanics and ideas and would of been an absolute mess to play and to develop. This was the main driving factor for the change in art style, as this new art style provides new opportunities for me as a developer to overcome new challenges and things of the sort, which leads to new and innovative gameplay ideas which will further distance this game from things released before.
Because of all of this, the game now looks alot more like N64/PS1-era games as a result. This has also lead to a change in the genre of music the game will be focusing in on as a result, but we will talk alot more about the music and sound design at a much later date when there is more content to show. Please remember that this project is not a project I work on daily, and development is being taken at a slow pace at the current moment to reduce burn-out. I hope you understand that this is the reason why there is little to show in between the last devlog and now.
To me, I envision 199X to be a love-letter of sorts to mid to late 90s horror titles. This is why I have chosen to use the amazing PSXEffects asset created by Triple Axis, below is a promotional video showcasing what this asset is capable of. I can't wait to show you the world I am going to be crafting using this powerful asset.
PSXEffects Promotional Video:
With that, I think I have caught everybody up with the development of 199X! I hope to have more content and things of the sort to show you soon, you can follow my twitter page for 199X below for more frequent and sometimes exclusive updates to the project! Thank you all for reading.
Social Media:
Twitter: https://twitter.com/199XGame
MEANINGLESS
A psychological horror experience.
Status | Canceled |
Authors | False Reality, Jackson Rhys, Fynx |
Genre | Survival |
Tags | 3D, backrooms, First-Person, hauntedps1, Horror, hpsxrp, Lo-fi, PSX (PlayStation), psychological, Survival Horror |
Languages | English |
More posts
- MEANINGLESS Development Update #05 - Post-Demo TalkSep 02, 2020
- MEANINGLESS Demo v1.1 Patch NotesAug 30, 2020
- MEANINGLESS Development Update #04 - DEMO ReleaseAug 29, 2020
- MEANINGLESS Development Update #03 - Random Generation and Title Screens!Apr 26, 2020
- MEANINGLESS Development Update #01 - Future PlansMay 30, 2019
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