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cbmhardware Account closed
Registered: Aug 2003 Posts: 19 |
THE DEMO ?
The year 2004 is nearly finished, 22 years after selling the first "c64" , I am curios about your suggestion about "THE DEMO". Yes, a straight ten, the one, that may be the goal of all expectations.
What do you suggest ? - An overview of the last years, oldskool parts, following a scenish design , sid at the max , technically and design candies and an experimental last part, to inspire a new way of demodesign ?
I am curiosity about the differences in your suggestions.
I think there is no way to code "THE DEMO". There are surely many differences in expectations.
best regards,
Michael |
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Oswald
Registered: Apr 2002 Posts: 5086 |
actually, besides "fame", being on top10, feedback, etc the most inspiring thing to me in making demos is reaching the goal and making "THE" demo. I have pretty much failed so far ;) (darn soiled legacy is out of top10 ;)
-"There's many effects still undone": that's a bit wrong way to define what inspires us... atleast speaking for myself. It's rather about making better effects than the current ones (incl. new ones), to show that "we" are the ultimate coder gods :D
-"it would feature fx/gfx/music that everyone agreed was the best ever": IMHO dutch breeze has achieved that in terms of gfx and music. Even codewise it can be looked at that way. If it would have featured fillvectors/dots/etc, it would be since long time outdated, but the routines in their territory are still the best.
krill: true, but if this demo will be finished, it will be exactly as defined by wile coyote. *boasts* :)
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Optimus
Registered: Jan 2002 Posts: 122 |
Hmm,. I'd like to see something featuring preety many killer fx (Soiled Legacy) with a concept (Red Storm, Refugee) plus an impressive ammount of design/gfx/music work (Insomnia, Cycle). Would this mix be a contradiction? Would the pure coder effects destroy the feeling? I don't know. We all want the dream work anyways..
p.s. Looking forward for the Resource demo, sounds great! In 2008 perhaps? ;) |
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Optimus
Registered: Jan 2002 Posts: 122 |
The rule to finish the dream demo is to ignore deadlines and work for as long time as possible. At the end however, deadlines may push your lazy ass hard ;P
Blah. |
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Puterman Account closed
Registered: Jan 2002 Posts: 188 |
Bah, making a demo with stuff that everyone agrees is the best is impossible. As for Dutch Breeze, I wouldn't dream of watching it again, so it seems not everyone likes it. And it actually seems there are heretics who don't think that A Quoi Sa Cert? and Industrial Breakdown are the best demos. It's a strange world, isn't it? |
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Nightlord Account closed
Registered: Jan 2003 Posts: 131 |
as puterman says, it won't be THE DEMO for everyone anyway. my resolution would be trying to make THE DEMO for my own. and that is not a single point in time where you release a demo and it will be THE DEMO. I don't think anyone will ever be fully satisfied with their own work. so people will keep trying (hopefully)
i don't know if that is possible to put a really impressive effect at the right spot of a so called concept demo where the effect's technical superiority will be recognizable and at the same time it doesn't feel that the conceptual flow was bended that way just for the sake of putting that effect in. it is a bit contradictory in itself and i think might be unsolvable. but search for that balance (i.e THE DEMO for me) is still worth pursuing.
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
I know a guy who is coding a demo-kernal.
The goal is to have a construction kit that can be used to make demos with plugins.
A step further in making demos, in my view, is to involve the user more.
Make interactive demos!
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
which somehow reminds me of "broken promises" by sanity on amiga (which was never finished). |
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drake Account closed
Registered: Dec 2002 Posts: 207 |
so... now we only have to grab the best coder, the best graphivian and the best musician together and maybe we'll get THE DEMO ;-) |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
instead of talking about doing demos why not just do them? |
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HCL
Registered: Feb 2003 Posts: 727 |
Many stopid statements in here.. like this one by Optimus:
"The rule to finish the dream demo is to ignore deadlines and work for as long time as possible.. ". It's obvious that many of you have never made a demo. With the above statement we would get even more *delay-records*, which doesn't lead to anything more than an inactive scene. Of course everyone who makes a demo wants it to be as perfect as possible, but all these 5-10 years of delay (Meet Crest, Plush, etc..) don't inspire anyone. The hard thing is not to be a perfectionist, and delay the demo release. It's to find the inspiration after 3 years of development, to finally make a demo of all your half-finished crap. |
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