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Results from Assembly Summer 2011

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21–30 of 34 posts

Re: Results from Assembly Summer 2011

#22
I love the demoscene, I wish it were a much bigger phenomenon than it is (especially outside of Northern Europe).

That being said, one of the constraints on really getting why a demo is impressive is being able to appreciate what's going on. It's like understanding wines or beers or fine cheeses. You need to have a large base knowledge going in to get why the winning demo is unbelievably amazing.

Most people, even very technically or artistically inclined people don't get it. They think it's an interesting art project or something. But really understanding why it's impressive compared to say http://www.youtube.com/watch?v=9oXRP5OM6tA requires a pretty deep understanding of the capabilities of modern computing.

Re: Results from Assembly Summer 2011

#24

These demos are always so impressive. I am always a bit disappointed though that such creativity is always restricted to demo comps while we are stuck with relatively mundane, static visuals in games.

The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.

Really? I don't remember the part in Max Payne where I got to drive a car made out of squiggly light that turned into a rhinoceros.

Re: Results from Assembly Summer 2011

#25

Earlier quoted context omitted.

The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.

Really? I don't remember the part in Max Payne where I got to drive a car made out of squiggly light that turned into a rhinoceros.

Well, it is harder in a game to indicate to the player when they should press the Rhinoceros button - sure, running man to WWI fighter plane is fairly intuitive, and the squiggly-line-to-polygon-to-point-cloud powerup basically speaks for itself, but finding some fairly obvious method of indicating this is the point in the game story/world where the rhino is called for can be more of a challenge.

Re: Results from Assembly Summer 2011

#26

Earlier quoted context omitted.

The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.

Really? I don't remember the part in Max Payne where I got to drive a car made out of squiggly light that turned into a rhinoceros.

Nor did you get to drive it in the demo - it's the scripted composition that makes it interesting. It works brilliantly as a demo, but I suspect the novelty of driving the morphing squigglemobile in the demoverse would wear off pretty fast.

And once you do start incorporating other elements like AI, level geometry, physics, etc to make things interesting, you'll no longer have the luxury of allocating all your computational resources for graphical eyecandy.

Re: Results from Assembly Summer 2011

#27
I've always thought of 'Codename Chinadoll' as an unheralded beauty.

It seemed unusual in 1999 and still stands out stylistically today.

It featured some really nice 2-d elements, nods to print media.

Its poor placement in competition, difficulty running on a wide variety of hardware, and general lack of direction was mostly due to the sad circumstance of its main coder dying before it was completed.

http://www.youtube.com/watch?v=4q0xv2123Ic

Re: Results from Assembly Summer 2011

#28
post #19

Greatest demo ever, IMO, was Future Crew's Second Reality. That utterly blew my mind in 1993. http://www.youtube.com/watch?v=8G_aUxbbqWU

Wow check out 1993 - we have come soooo far: http://www.youtube.com/watch?v=LIIBRr31DIU Listen to those hard drives! Netscape Navigator didn't come out until over a year later (December 1994) and IE 1.0 another year after that. Wow.

Cool I've never seen this before. Ah ScreamTracker 3 I used to listen to mods in that all the time.

Does anyone know if there is a current good site that reviews/indexes good new mod/scene releases besides index sites like pouet.net or scene.org?

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