My original plan for MiniLD64 was to work with my usual group, but those plans fell through when we ended up having to crunch for an alpha deadline on another project until Sunday evening. Not one to be deterred, I decided to give it a shot anyway.
I started out without much of an idea, so I put some placeholder assets into a scene and spent most of the first two hours brainstorming and playing around with render settings. I eventually settled on rendering the scene at approximately the same dimensions as the N64 (accounting for different aspect ratios) and then upscaling into the full window with nearest-neighbour interpolation.
Once I was satisfied with the rendering, I put in a bit of interactivity in the form of reeeaaally loose ship controls and added some particle effects. To keep things simple, I relied on UV animation for the tiling plane rather than spend time actually making the ship move forward.
At this point I decided to just have fun pushing the aesthetic as much as I could in the short time I had to work on the game. Most of the visual style comes from a simple screen-space shader, and in total, there are actually only 1024 pixels of textures in the final game:
The gameplay ended up being pretty minimal, but I was running out of time and energy, so I threw together a background track with SFXR and one of our procedural audio tools, slapped on a score UI and called it done.