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Project Millennium Gallery
This is a gallery of various images related to Project Millennium's (fka CyberAnima) development from 2022 till 2025.
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Development History & Notes
• Project Millennium's ideas started brewing sometime around when I was a kid. I remember using Scratch (a children's coding tool) around the late 2000s/early 2010s or so to come up with an idea for an FPS. At the time, I had played the Half-Life duology for the first time and fell in love with the games, alongside discovering a lot of other FPS games around this time.
• Sometime around 2018 when I was in junior high, I jotted down on an iPad an idea for a retro FPS named "Decadence". I knew the retro FPS genre would be a thing proper, first with Strafe, then with the then recently released DUSK, so I wanted to make something akin to those. All I remember from the notes for Decadence was that it was like Doom, but with Evangelion-esque "angels" to fight on Mars. It was very basic and stupid, and I don't have said notes since they were deleted when the junior year ended, and I never bothered to copy it over somewhere else. • Around 2019, I created a character that resembles Project Millennium's protagonist, with Decadence still as it's title. It was something I just doodled on a notepad, and that's about it. I also made some art later in 2020, and envisioned the game as sort of being a semi-comedic FPS akin to TimeSplitters 2 or Rise of the Triad. • Mid-2020, around when the COVID-19 pandemic hit, I wanted to get back into game development since I was slowly growing tired of my dubstep project Digiwire. I wanted to study the Godot engine, but failed at it, and wouldn't use it again until a couple years later. Regardless, I still created a design document for an unrelated game, but went nowhere with it. • Early 2021, the "boomer shooter" craze went into high gear with a plethora of indie FPS games being released and announced. Due to me being an EDM musician, another EDM musician announced a boomer shooter named SPRAWL (it's actually really good, go play it) and it convinced me to actually give game development a chance again. This marked the end of Digiwire, and the start of my pet project, which at this point was called "XONAR". • Before XONAR began development proper, I actually experimented with Unity for a while, but even after following a definitely easy-peasy popular tutorial, it was still hard due to use of C#, since coding was my weakness. • March 2021, XONAR eventually began development with Unreal Engine 4, since I wanted to see if using Blueprints would be the way to go. Despite me following some tutorials and getting some stuff up and running, after 9 months of work, the game was nothing but a crummy walking simulator with no weapons. Even the environments looked crappy because I wanted to use TrenchBroom with the HammUEr plugin for UE4, but since I had no money, I resorted to UE4's built in CSG tools. I did eventually purchase HammUEr, but by the time I bought it, I switched engines. • December 2021, XONAR is renamed to CyberAnima, courtesy of another developer giving me name ideas. I stopped using the name XONAR, since it frankly sounded silly and stupid, and was also the name of sound cards Asus makes. • May 2022, CyberAnima switches engines from Unreal to Godot, due to Unreal's bloatiness and overall woes I was suffering with. I wanted to give Godot another try, since I liked it's lightweight and open-source nature. Plus it was a good call, because if I went with Unity instead, I would've gone through hell and back with their runtime fees and poor decision making. • Development around this time was slow, but things sped up slightly around August. Around March 2023, I tried upgrading CyberAnima from Godot 3 to Godot 4, but failed, but fully moved by November 2023 before putting it on pause around this time. • Feature Creep Moment #1: CyberAnima slowly shifts away from being a "boomer shooter" to a "Half-Like" or "cinematic shooter". Basically, being a Half-Life clone rather than a Quake clone or something akin to that. Things such as interactivity, slower movement, reloading, pseudo-immersive sim elements, etc. • May 2024, I was planning to create a pitch video for anyone to watch to see if anyone wanted to support CyberAnima, but around this time I fell into a deep depression. This is mainly due to personal jealousy over other games causing demoralization, summer heat making me incapable of working (A/C wasn't up to snuff), intense financial woes, feature creep, among others. Development is paused. • October-December 2024, development resumes in some way or another, but not by much. • Feature Creep Moment #2: I realize that making a straight Half-Life clone isn't gonna work, and decide that the game needed to be more unique without it chasing trends or norms, instead, making it's "own". Hence why Metroid Prime and a plethora of other non-FPS games are listed as inspiration. • May 2025, development is paused again, mainly for similar reasons to May 2024's reasons, albeit with less depression. • August-September 2025, development has ceased, and will restart sometime in the future due to naive flaws from the past 4 years of learning game development, such as starting off code-wise rather than design/plan-wise, and so forth. The game is also renamed to "Project Millennium" for the time being, due to a gacha game named "Nexus Anima" being announced that sounded too similar to CyberAnima. The game will return, hopefully with actual design philosophies in place to make things much more smoother, easier, and cohesive and better than ever. ![]() |
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