I'm probably derailing the thread a bit here :
, but I've been toying with the idea of making games with features that are common today (3d, physics) and placing them within the stylistic confines and hardware constraints (as in video, audio. not processing power) of the 90s; in particular, the old Sierra SCI games <3<3<3. Kind of the reverse of what this thread is about.
I've even uploaded a video of one such game, which I originally had much loftier goals for (including adding adventure game elements and using AdPlug for adlib emulation, rather than it just being a sidescroller with barely a whole screen of a level). It's more or less just a tech demo atm.
Here's a pic of it, if you can't be bothered watching the youtube

If anybody's feeling particularly adventurous (this is very alpha code and I'm not sure the installer managed to pick up on all the dependencies), here's a download link (~14mb) so you can try it out. And here's PhysX (~40mb), if you don't already have that.
Ironically, it has rather heavy system requirements; I'm running a pretty beefy quadcore here (yeah, it's "kinda" multithreaded) and only end up optimizing code when it runs awful on my system.

I've even uploaded a video of one such game, which I originally had much loftier goals for (including adding adventure game elements and using AdPlug for adlib emulation, rather than it just being a sidescroller with barely a whole screen of a level). It's more or less just a tech demo atm.
Here's a pic of it, if you can't be bothered watching the youtube


If anybody's feeling particularly adventurous (this is very alpha code and I'm not sure the installer managed to pick up on all the dependencies), here's a download link (~14mb) so you can try it out. And here's PhysX (~40mb), if you don't already have that.
Ironically, it has rather heavy system requirements; I'm running a pretty beefy quadcore here (yeah, it's "kinda" multithreaded) and only end up optimizing code when it runs awful on my system.
