I just want to make it clear for those of you who don't make it to the end of the video that I don't hate retro gamedev! I love it and these reasons shouldn't stop you!
I think a lot of these points disappear once you start making a game for the pure satisfaction of it. That's what Im trying to do, treat my game project like a fulfilling hobby for me, and not a money venture
One thing i struggle with is staying strict with my poly count on low poly models, one or two loopcuts too much and you go from ps1 to ps2 without even realizing.
We are much more enamored of the "reminiscent of That Thing You Loved" but with modern QoL improvements style of retro gamedev than any slavish devotion to limitations, particularly ones that we despised even "back in the day".
Marcis you are wrong. Retro games are far more popular even by the younger generation, the only problem is that the new generation of kids don´t get to experience the old retro style games that the boomer generation did. This is why the overall majority of views and opinion is skewed entirely towards the modern graphics, because the majority of new generation have ONLY played the new generation games and never even played the old versions, so how is that a FAIR comparison? the answer is simple, it is not a FAIR comparison. It´s like comparing different types of fruits, some prefer apples, some prefer bananas, peaches or oranges even... the same thing applies to games. Every individual has their own set of experiences and what they like in terms of games. It may appear unreasonable to people like you that others don´t always share the same opinion as you. But everyone does not have the same opinion when it comes to graphics in games, even when it comes to game design itself. Every person has their favorite niche type of game they like to play for various reasons and that is exactly why enjoyment of video games is always subjective. If I were to present Syphon Filter 2 or 3 to some hyperactive kid, of course they would say "no, it´s trash" or something along those lines and then they would pick another game that fits them more. Lol. That´s just how humans work. It´s silly to think that all think or feel the same way about a game or games for that matter. There´s always gonna be alot of these people out there unfortunately. I personally played the Reignited Trilogy for 20 minutes before calling it a trash game and going back to the original Spyro the Dragon games series on the PlayStation 1. Why that is, is because the modern graphics fail to capture the essence of what a Spyro the Dragon game should look like and be. If the art style is too different from the original series, you can see where I am going with this... it is not the same game anymore. Even if you would like to trick yourself or others to believe that a entirely and totally differently designed character is the same as on the previous generation consoles, that's not really how people fell in love with Spyro. People loved the art style of the old generation and that is why they fell in love with the game itself, the art, the look of Spyro itself, the aesthetics and visual design of the game design, the worlds with amazing level design. There's plenty of reasons to state that the old generation games did a far better job than the modern games in terms of capturing the players attention in pure awe. When I look at the modern Spyro iteration, I look at it like it´s some fat dragon on my screen and it´s very unpleasant to look at, it also looks very clumsy and too dynamic when it runs around, it also feels weird to control the dragon, it all in all does not feel like Spyro that I remember personally... But for the new generation, if they have only played the new one and never played the old game. I can understand why they would think the new one is better because they have never had anything BETTER. Need I say more? that is sufficient information for you to understand the core differentials of all of this. This makes a exact overview of how humans work in regards to games and how each game appeal to different types of gamer out there. Well, Happy Easter! 🐱
i think if your game gets pirated very much, its the best ad you can have, because usually pirates share these games alot, and if its really good, they gonna buy it and even promote it to friends.
I'm doing a PS1 style game too but probably am not following all the rules haha. Just waiting for someone to come nag about it. But I don't care. I'm just going for a certain art style :) didn't know about the color indexing though! wonder how to do it in PS. Love your work and videos. Can't wait to see where your project is heading.
Though an even more niche group, PC games from the same era as PS1 look a lot similar without some of the graphical bugs of the console. Good example is Gloomwood, that looks like the game Thief. That PC artstyle is a lot less restrictive and a lot of the PS1 crowd would probably like the look as well.
That part of people saying "thats not true ps1!!!" is so annoying. I think its the symptom of a bigger issue, that theres no good term for these type of retro games that try to emulate the >look< from a bunch of different consoles/eras. So some.. specific people expect you to replicate the aesthetic 1:1 with the same engine limitations.
While the first points are true, I, as a pirate, try games before buying them(not a demo, games change in release. not 2h, some games try to trap you until the 2h mark and then show their true content), now that I have a source of *foreign* income, that is, since our currency can´t buy much and is heavily taxed. Coincidentally, this kind of games, indies in general, are what I tend to actually buy the most, only buy AAA when they go under 10$ due to my currency having local prices for them. In fact, I tend to buy indies without trying them and never refund them just to support the only market that is human, has a number of free-flowing ideas and actually gives me something to remember and treasure. Keep your head up, king.👑
3.14 rating AAA games is the moral thing to do because those people are evil and hellbent in the destruction of civilization itself. AAA gamedevs and game companies are the enemies of gamers, they have treated us worst than sl. @ves for so long, they have tried to alter who we are as a people (the people of the games - gamers) with all their psycho rules, mindtricks and humiliation rituals. they have turned gaming into a tool for the destruction of the gamer, not for his edification and not even to his own enjoyment - there are no fun or good AAA games anymore and there hasnt been for years. these vampires that took over the gaming industry over the past 15 years have completely ran it to the ground. voluntarily giving money to them is a grave moral wrong, akin to like, idk, giving money to the communist party while they are employed on a famine that is killing millions of people. cant believe a indie gamedev would defend them. if we lived in a just nation these people would all be in jail. @@Marcis.
3:35 I love how you hit the exploding barrel and it pops you up in the air like a jump pad, I'm pretty sure Carmageddon had a jump barrel that worked like that. One of the frustrating things about the PSX style is that you can't "zoom in" on details that aren't there. Like if you wanted to have a mini-game where you focus on the character's hands, they're gonna look really clunky and uncanny in a close-up. Likewise, if you want an emotional close-up on a character's face during a cutscene... it's just not gonna happen. You end up having to work like it's theatre, having the characters vocally explain details that the audience can't see because of the medium.
The good retro games of today are often post structuralistic in nature. Because you - in the past - got to know the structures which made them good in your eyes, you can pick the parts which work together in the present. Who says it has to be crappy to be immersive?
Unless you're dead set on replicating the PS1 aesthetic, I think it is fine to approach retro gamedev with some flexibility. The PS1 wasn't the only system. Dusk for example does a good job of a 90s style pc shooter without being a 1:1 recreation of any particular engine. In many ways it looks like Quake but has more advanced colors, shaders and fog. Still has that retro feeling though. Another example is Valheim which feels vaguely retro but still uses fancy lighting and postprocessing. The most important thing is having a cohesive art style. The nice thing about retro is it allows you to work within self imposed limitations that can allow you to make something visually consistent on a small budget. Retro games also feel very impressionistic. Your imagination fills in the gaps in the art. The industry may have marched forward but there is still merit in these art styles and I'm glad to see indie developers embracing it.
the nostalgia idea doesn't apply to me much because I didn't grow up with video games generally much, but now that I'm older I like the creativity that few polygons, colors, and pixels can breed, especially when going for more toony styles of both old and new
Personally, after experimenting with the idea of doing a purposely retro looking game, IE: Early gen 3D graphics from 1995 to 2000, what I've realized is these can work, but usually moreso as short novelt games. Only a few exceptions really exist, like the Bloodborne Demake, which is probably one of the most authentic PS1-styled games I have ever seen.
Remember, you don't make games for developers, but for players. Players just care if it's fun and looks well put together, no one will return your game because you have dynamic shadows on the PS1 game 😆
I wouldn't bother with a certain styles to be exact but rather have it as huge inspiration. The community would also need to loosen up on the past a bit to see actual efficiency and improvements in current projects. Since popularilty and success are not established here we have to consider its real life problems like how many of the people doing this are a one man team. Recreations are fine but i think more should take the most beneficial aspects out of this etiquitte with some change in order to uplift and see a new passionate culture florish.
0:48 i would say that it's not 100% true, especially if it's mostly a artstyle choice (by that i mean the game doesn't restrict itself to only what was possible/commonly done in that era, and might use somewhat modern tech, like physics, dynamic lighting, or even uncommon for the era gameplay elements), i didn't really grew up on ps1 games, when i was a kid i had ps3, and i still enjoy games in ps1 artstyle, as long as the game itself is actually good
Im kinda a game dev myself released a couple of very small games and stuff, frankly i don't care anymore about "clubs" or "tribes" where you have to do everything the way you are told to. F them. Like the pixel art scene, some guys there would say you are cheating unless you are using microsoft paint or something. Im not going to struggle because in the past that was the way it was done if i think it is cool to have the old look i will just do my thing. There's no problem on doing differently something that looks retro specially if takes less effort, if anyone got a problem with my way of doing things it is kinda their problem.
one thing that sucks is that a lot of people look at retro inspired games as like cheaper or worth less, and think games that have higher fidelity are more valuable. They also assume there was less work involved. but often will just not want to buy it off the back because its retro inspired, even older people.
Maybe it's because you're explicitly talking about PS1 styled games. But in my personal opinion, even though I grew up and played games of that era. I always thought this is the worst time technologically speaking from an aesthetic point in gaming history. The first-gen 3D games were always something I never found interesting from a graphical perspective regardless of how well they played (which also many didn't play all that well either). I don't know if it's because 2D at the time were reaching their limits of what was possible with pixel art, which then forced the comparison to first gen 3D that looked like sewage virtually all the time unless it was a Spyro, or a Rare, or a Nintendo first party title which looked 'acceptable' at best for me personally. I especially hated how bad textures looked back in the day, blocky (almost bit-depth starved banding) textures was the worst thing of all.
My thing with retro is make the game immersive. You don't need super realistic, also most super realistic games aren't immersive at all. Retro style is good because it's a "fresh air" in a world dominated with 999K polygons faces and bodies. They do an amazing, almost surreal character and environment but the game doesn't have features at all. So retro style for me is something new, you can make anything look as good in retro as they do in superreal graphics. Also you don't need to stick with "Ah but it must play and feel like PS to be retro". No it doesn't. So think it that way. Just like TF2 (google their inspirations for the whole game art design), you can make an amazing, astonishing game (visually) if you know how to make the game shine with it, also translate some gameplay elements to the art style. Even with cartoon hand drawn by a 3yrl kid art style, if you know how to translate that into gameplay elements, you can make it shine as much as an GTA or Driver. You could make a desk here all objects like papers are a texture, but when the character picks it, it transforms into a sprite... You can make so much with so little
Canceling Lumen removed the grain completely in my case (Unreal). For this style of project, Lumen and everything associated with it should be turned off anyway.
I hope this doesn't come off the wrong way: I love your game, and it's artstyle, and the psx style in general, but it made me really anxious working on a game that style because of all the things you had to do to be "psx". I personally do not like the texture warping effect, and would never use it in my project, but is it even true psx then? Would the community just dismiss my game for not being "real" psx? I don't know, but your psx asset for example made me think that my game had to look a certain way for it to be valid. Like you said, you shouldn't care, but I'm a really insecure person in general so those things really influence me. That being said though. I really adore your artstyle and hope you keep at it.
In my opinion, you must have these 3 visual effects for it to be considered a PS1 style game Texture warping Vertex snapping No texture filtering But not having these effects shouldn't discourage you from sharing your work. You should make the game you want not what it "should" be. Also, many gamers don't like the warping effect too. I'd say it's 50/50
I'm going to be the outlier and say that trying to get retro look with Unreal is a huge setback, so much so that I'm programming my own PS1 engine from scratch. I dunno, I prefer something more authentic and actually respecting the original hardware restriction, in turn making it playable on the actual hardware.
For me idont follow must of the rules of being exactly like ps1, and I see getting restricted as dawn grade because just like how you said the only people who will play your game the ones how grow in this period of time . I see the best way is to take the style and the good things just like pixel art games I can’t play the old Atari games but I will enjoy playing new pixel art game because they took only the beauty of it. Thanks for the good content
Id say the best way over coming this is making an engine yourself sure it will take alot of years but it will work exactly what you need it for so making your style of games will be easier and you can sell a crappier version of it and people wont know
I don't think it's necessary to develop your own engine. You can modify Unreal Engine to render the way the PS1 does. But that's a job for someone a lot more experienced than me.
I just want to make it clear for those of you who don't make it to the end of the video that I don't hate retro gamedev! I love it and these reasons shouldn't stop you!
I think a lot of these points disappear once you start making a game for the pure satisfaction of it. That's what Im trying to do, treat my game project like a fulfilling hobby for me, and not a money venture
yes hobby/Passion and not for the income/money, its what i do too with my game dev :D
One thing i struggle with is staying strict with my poly count on low poly models, one or two loopcuts too much and you go from ps1 to ps2 without even realizing.
We are much more enamored of the "reminiscent of That Thing You Loved" but with modern QoL improvements style of retro gamedev than any slavish devotion to limitations, particularly ones that we despised even "back in the day".
Marcis you are wrong. Retro games are far more popular even by the younger generation, the only problem is that the new generation of kids don´t get to experience the old retro style games that the boomer generation did. This is why the overall majority of views and opinion is skewed entirely towards the modern graphics, because the majority of new generation have ONLY played the new generation games and never even played the old versions, so how is that a FAIR comparison? the answer is simple, it is not a FAIR comparison. It´s like comparing different types of fruits, some prefer apples, some prefer bananas, peaches or oranges even... the same thing applies to games. Every individual has their own set of experiences and what they like in terms of games. It may appear unreasonable to people like you that others don´t always share the same opinion as you. But everyone does not have the same opinion when it comes to graphics in games, even when it comes to game design itself. Every person has their favorite niche type of game they like to play for various reasons and that is exactly why enjoyment of video games is always subjective.
If I were to present Syphon Filter 2 or 3 to some hyperactive kid, of course they would say "no, it´s trash" or something along those lines and then they would pick another game that fits them more. Lol. That´s just how humans work. It´s silly to think that all think or feel the same way about a game or games for that matter. There´s always gonna be alot of these people out there unfortunately.
I personally played the Reignited Trilogy for 20 minutes before calling it a trash game and going back to the original Spyro the Dragon games series on the PlayStation 1. Why that is, is because the modern graphics fail to capture the essence of what a Spyro the Dragon game should look like and be. If the art style is too different from the original series, you can see where I am going with this... it is not the same game anymore. Even if you would like to trick yourself or others to believe that a entirely and totally differently designed character is the same as on the previous generation consoles, that's not really how people fell in love with Spyro. People loved the art style of the old generation and that is why they fell in love with the game itself, the art, the look of Spyro itself, the aesthetics and visual design of the game design, the worlds with amazing level design. There's plenty of reasons to state that the old generation games did a far better job than the modern games in terms of capturing the players attention in pure awe.
When I look at the modern Spyro iteration, I look at it like it´s some fat dragon on my screen and it´s very unpleasant to look at, it also looks very clumsy and too dynamic when it runs around, it also feels weird to control the dragon, it all in all does not feel like Spyro that I remember personally...
But for the new generation, if they have only played the new one and never played the old game. I can understand why they would think the new one is better because they have never had anything BETTER. Need I say more? that is sufficient information for you to understand the core differentials of all of this. This makes a exact overview of how humans work in regards to games and how each game appeal to different types of gamer out there.
Well, Happy Easter! 🐱
zoomers are big on the psx aesthetics even thought they never played a psx game
i think if your game gets pirated very much, its the best ad you can have, because usually pirates share these games alot, and if its really good, they gonna buy it and even promote it to friends.
I know these feel good reddit posts can make it seem that way but the fact is that most pirates don't buy even the games they enjoyed.
I'm doing a PS1 style game too but probably am not following all the rules haha. Just waiting for someone to come nag about it. But I don't care. I'm just going for a certain art style :) didn't know about the color indexing though! wonder how to do it in PS. Love your work and videos. Can't wait to see where your project is heading.
Exactly! Create your own style and call it PS1.5 or something ;)
Use your own style, and make the best game you can
Though an even more niche group, PC games from the same era as PS1 look a lot similar without some of the graphical bugs of the console. Good example is Gloomwood, that looks like the game Thief.
That PC artstyle is a lot less restrictive and a lot of the PS1 crowd would probably like the look as well.
operation flash point style games today would go hard
That part of people saying "thats not true ps1!!!" is so annoying. I think its the symptom of a bigger issue, that theres no good term for these type of retro games that try to emulate the >look< from a bunch of different consoles/eras. So some.. specific people expect you to replicate the aesthetic 1:1 with the same engine limitations.
While the first points are true, I, as a pirate, try games before buying them(not a demo, games change in release. not 2h, some games try to trap you until the 2h mark and then show their true content), now that I have a source of *foreign* income, that is, since our currency can´t buy much and is heavily taxed. Coincidentally, this kind of games, indies in general, are what I tend to actually buy the most, only buy AAA when they go under 10$ due to my currency having local prices for them. In fact, I tend to buy indies without trying them and never refund them just to support the only market that is human, has a number of free-flowing ideas and actually gives me something to remember and treasure. Keep your head up, king.👑
Wait, are you trying to justify piracy? Well, if it helps you sleep at night but the fact is most pirates don't support indies.
_Do what you want 'cause a pirate is free!_ *YOU ARE A PIRATE!*
3.14 rating AAA games is the moral thing to do because those people are evil and hellbent in the destruction of civilization itself. AAA gamedevs and game companies are the enemies of gamers, they have treated us worst than sl. @ves for so long, they have tried to alter who we are as a people (the people of the games - gamers) with all their psycho rules, mindtricks and humiliation rituals. they have turned gaming into a tool for the destruction of the gamer, not for his edification and not even to his own enjoyment - there are no fun or good AAA games anymore and there hasnt been for years. these vampires that took over the gaming industry over the past 15 years have completely ran it to the ground. voluntarily giving money to them is a grave moral wrong, akin to like, idk, giving money to the communist party while they are employed on a famine that is killing millions of people. cant believe a indie gamedev would defend them. if we lived in a just nation these people would all be in jail. @@Marcis.
Why is there Driver 2 footage here and then? :(
3:35 I love how you hit the exploding barrel and it pops you up in the air like a jump pad, I'm pretty sure Carmageddon had a jump barrel that worked like that.
One of the frustrating things about the PSX style is that you can't "zoom in" on details that aren't there. Like if you wanted to have a mini-game where you focus on the character's hands, they're gonna look really clunky and uncanny in a close-up. Likewise, if you want an emotional close-up on a character's face during a cutscene... it's just not gonna happen. You end up having to work like it's theatre, having the characters vocally explain details that the audience can't see because of the medium.
Body language can convey emotion perfectly but I get your point.
The good retro games of today are often post structuralistic in nature. Because you - in the past - got to know the structures which made them good in your eyes, you can pick the parts which work together in the present. Who says it has to be crappy to be immersive?
Unless you're dead set on replicating the PS1 aesthetic, I think it is fine to approach retro gamedev with some flexibility. The PS1 wasn't the only system. Dusk for example does a good job of a 90s style pc shooter without being a 1:1 recreation of any particular engine. In many ways it looks like Quake but has more advanced colors, shaders and fog. Still has that retro feeling though. Another example is Valheim which feels vaguely retro but still uses fancy lighting and postprocessing. The most important thing is having a cohesive art style. The nice thing about retro is it allows you to work within self imposed limitations that can allow you to make something visually consistent on a small budget. Retro games also feel very impressionistic. Your imagination fills in the gaps in the art. The industry may have marched forward but there is still merit in these art styles and I'm glad to see indie developers embracing it.
U NAILED IT! :P
Sad but true!
i'm so happy u upload so regularly now 👌
Thanks! I appreciate it!
the nostalgia idea doesn't apply to me much because I didn't grow up with video games generally much, but now that I'm older I like the creativity that few polygons, colors, and pixels can breed, especially when going for more toony styles of both old and new
yep
Personally, after experimenting with the idea of doing a purposely retro looking game, IE: Early gen 3D graphics from 1995 to 2000, what I've realized is these can work, but usually moreso as short novelt games. Only a few exceptions really exist, like the Bloodborne Demake, which is probably one of the most authentic PS1-styled games I have ever seen.
Remember, you don't make games for developers, but for players.
Players just care if it's fun and looks well put together, no one will return your game because you have dynamic shadows on the PS1 game 😆
I wouldn't bother with a certain styles to be exact but rather have it as huge inspiration. The community would also need to loosen up on the past a bit to see actual efficiency and improvements in current projects. Since popularilty and success are not established here we have to consider its real life problems like how many of the people doing this are a one man team. Recreations are fine but i think more should take the most beneficial aspects out of this etiquitte with some change in order to uplift and see a new passionate culture florish.
1:11 what is that game boomer game the enemy sort of bug and the surrounding is snow biome
0:48 i would say that it's not 100% true, especially if it's mostly a artstyle choice (by that i mean the game doesn't restrict itself to only what was possible/commonly done in that era, and might use somewhat modern tech, like physics, dynamic lighting, or even uncommon for the era gameplay elements), i didn't really grew up on ps1 games, when i was a kid i had ps3, and i still enjoy games in ps1 artstyle, as long as the game itself is actually good
What is the name of the game shown at 1:37?
I love the surge of uploads recently!
I don’t mind when people pirate my games, I only hope if they enjoy it enough that one day they’ll support me.
Im kinda a game dev myself released a couple of very small games and stuff, frankly i don't care anymore about "clubs" or "tribes" where you have to do everything the way you are told to. F them. Like the pixel art scene, some guys there would say you are cheating unless you are using microsoft paint or something. Im not going to struggle because in the past that was the way it was done if i think it is cool to have the old look i will just do my thing. There's no problem on doing differently something that looks retro specially if takes less effort, if anyone got a problem with my way of doing things it is kinda their problem.
does anyone know the names of the games used in the second section of the video?
What's the music?
one thing that sucks is that a lot of people look at retro inspired games as like cheaper or worth less, and think games that have higher fidelity are more valuable. They also assume there was less work involved. but often will just not want to buy it off the back because its retro inspired, even older people.
I'm with you. Ps1 style but slightly improved. I like it
2:25 what is this game?
V-Rally 2
Anybody have a list of the games in this video?
Maybe it's because you're explicitly talking about PS1 styled games. But in my personal opinion, even though I grew up and played games of that era. I always thought this is the worst time technologically speaking from an aesthetic point in gaming history. The first-gen 3D games were always something I never found interesting from a graphical perspective regardless of how well they played (which also many didn't play all that well either). I don't know if it's because 2D at the time were reaching their limits of what was possible with pixel art, which then forced the comparison to first gen 3D that looked like sewage virtually all the time unless it was a Spyro, or a Rare, or a Nintendo first party title which looked 'acceptable' at best for me personally. I especially hated how bad textures looked back in the day, blocky (almost bit-depth starved banding) textures was the worst thing of all.
My thing with retro is make the game immersive. You don't need super realistic, also most super realistic games aren't immersive at all. Retro style is good because it's a "fresh air" in a world dominated with 999K polygons faces and bodies. They do an amazing, almost surreal character and environment but the game doesn't have features at all. So retro style for me is something new, you can make anything look as good in retro as they do in superreal graphics. Also you don't need to stick with "Ah but it must play and feel like PS to be retro". No it doesn't.
So think it that way. Just like TF2 (google their inspirations for the whole game art design), you can make an amazing, astonishing game (visually) if you know how to make the game shine with it, also translate some gameplay elements to the art style. Even with cartoon hand drawn by a 3yrl kid art style, if you know how to translate that into gameplay elements, you can make it shine as much as an GTA or Driver.
You could make a desk here all objects like papers are a texture, but when the character picks it, it transforms into a sprite... You can make so much with so little
Canceling Lumen removed the grain completely in my case (Unreal). For this style of project, Lumen and everything associated with it should be turned off anyway.
Good to see more content from you man! I really like your open minded view of things retro. Keep it up!
That's awesome to hear!
I hope this doesn't come off the wrong way: I love your game, and it's artstyle, and the psx style in general, but it made me really anxious working on a game that style because of all the things you had to do to be "psx". I personally do not like the texture warping effect, and would never use it in my project, but is it even true psx then? Would the community just dismiss my game for not being "real" psx? I don't know, but your psx asset for example made me think that my game had to look a certain way for it to be valid.
Like you said, you shouldn't care, but I'm a really insecure person in general so those things really influence me.
That being said though. I really adore your artstyle and hope you keep at it.
In my opinion, you must have these 3 visual effects for it to be considered a PS1 style game
Texture warping
Vertex snapping
No texture filtering
But not having these effects shouldn't discourage you from sharing your work. You should make the game you want not what it "should" be. Also, many gamers don't like the warping effect too. I'd say it's 50/50
I'm going to be the outlier and say that trying to get retro look with Unreal is a huge setback, so much so that I'm programming my own PS1 engine from scratch. I dunno, I prefer something more authentic and actually respecting the original hardware restriction, in turn making it playable on the actual hardware.
For me idont follow must of the rules of being exactly like ps1, and I see getting restricted as dawn grade because just like how you said the only people who will play your game the ones how grow in this period of time . I see the best way is to take the style and the good things just like pixel art games I can’t play the old Atari games but I will enjoy playing new pixel art game because they took only the beauty of it. Thanks for the good content
Definitely! Take the best of both worlds!
its always that one guy in the comments complaining about shadows in a PSX style game not looking from 2001
You surprise me with constant content
Id say the best way over coming this is making an engine yourself sure it will take alot of years but it will work exactly what you need it for so making your style of games will be easier and you can sell a crappier version of it and people wont know
I don't think it's necessary to develop your own engine. You can modify Unreal Engine to render the way the PS1 does. But that's a job for someone a lot more experienced than me.
You've brought up some good points.
I love your channel, keep it up 🤗
Thanks!
Comment for the algorithm
I love these
>first two points are victimizing yourself
LOL
Well, if you look at it from that perspective then I guess you can say that about all the points.