Adventurer #15
31 июля 2004
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Scene - History of making demo "WeeD".

<b>Scene</b> - History of making demo
History of making "WeeD"


Officially, the work on the new
product started at 13 June - rather symbolic date (13 +6). But,
not this day, not the next month no one did nothing. All, that
was done - the spirit of the product have been defined. Massive
_sadness_. Exactly that, nothing else. To my opinion -
loneliness is the most sad thing, That's where I started.
Sometimes, people are saying that I'm cheerful and
communicative man, but the heart of sorrow and solitude is too
familiar to me - I had a fucked up childhood. Even these days I
can leave everyone without a reason and stay locked at home for
a 3-4 days. Don't know the source of this need, but after that,
when you go out, common people and things are noticeably
changed. Kewl ...

So far, the spirit was defined. At first, the music, was chosen
properly. The key word - 'was', the final version features
absolutely different score. The product missed a lot because of
this. The state of depression, dominated in the first versions
of scenario, have been lost. By the way, about scenario. I just
don't know why are we writing it. Anyway, all the useful
information it have is the keyframings and music synch. But its
worth reading after all, when the work is done. First version
of script is attached to this article. Key-jee even proposed to
supply the product with it, as placebogods did at their time.
Because of the script the boy appeared. May be he showed up
before this, I don't remember. But it was clear from the start
- The product will carry a certain idea, touch someone's soul.
I don't even remember, who invented this' sad boy, beloved by
no one '. Seems like he appeared by himself. Strange, but it
wasn't girl. Basically, I like girls more. May be it's good -
he was killed without regrets. Also, this is strange - the boy
have no name, evidently, for his harder personalization. His
exterior also didn't matter at all. Generally, at the beginning
it was a kind of a cuboid. And if I've followed cj - we would
have a thing, consisted of balls, as a main character. The use
of cuboid or balls would simplify the animating of a character,
but having a human being instead, one can compare yourself
easier. Thus, the choice of personage model was right and no
one was pity about it later on. This also helped us to realize
some features to improve overall visual outlook of the product.
I just want to mention - the part, some people call a
protracted intro before the final is supposed to be main. As I
perceive, the final part is nothing but a powerful packer of
coloured animation. It could be released some years before.
Curiously, no one had any guess about this.

Keyframing. In our opinion, choosing the score within the
already done effects is absolutely wrong. Only proceeding from
the already composed tune, its mood and construction, one can
imagine the visuals, palette and actions. That's why key-jee,
with his quite frequent changes in music made me nervous all
the time. Sometimes, I've listened one pattern up to twenty
times to picture the scene and the next day composer changed
everything. During some period of time I had an impression that
the boy couldn't be killed at the end. I just couldn't imagine
- The boy with the smile over his face, marching with the
curling flag in the upshot. On the assumption of music it could
be like that. Fortunately it never happened - key jee changed
his mind. The main problem of the product is the protracted
music. That's why we had to separate some conceptual parts into
pieces. Beginning, for example. City, camera zooming. Nothing
of that done good. This problem should be solved in the final
release. The rest of keyframing is successful to my mind.

Parts. All of it were born in sequence, different to the one,
used to be in demo. I'll describe parts in order it came to my
mind.

Camera zoom. At first, I suggested to apply an alfa-channel to
change frames. Cj proposed to use the same engine as in the
next part - 3d with the keyframes. Finally, we ran out of time
and used diver's idea - easy to realize, good looking method.
This scene is a right way to show diminutively and
insignificance of boy's life.

Camera, scrolling in an empty room. Why its empty? Because
frame features only a piece of wall and a cube, imitating a
bed-side table. And sprite, remains a sprite. But cj has its
own opinion. Scene carries out deep emotional message (maybe).
He is alone, emptiness fills everything. He is deficient of
something. Sitting here and thinking what does he need and how
it could look like. The outerworld is boring and dull. By the
way, the world doesn't cares about how it perceived by the
creatures, born there. No one never know the true sense of the
things, surrounding us. All we see is not true. Everyone sees
its own, usual and comfortable way. By the other side -
outerworld is a fruit of ones perceptional paradigm. In other
words, if you feel something, then you are a universe and
everything goes within you. Wars, disasters, love, plastic
surgery of Michael Jackson - you have imagined that to
entertain yourself - you are god. In this case, situation
corresponds to the boy's mind, its empty.

Loading. Seems like his mind got a purpose. Purpose imprints
the boy's universe. Door, opening nowhere, he overcomes it.
Bathroom - the place of solitude and revelation. Purpose is
right there. Everyone wants his purpose to be important and
significant. Fuck you, get this! Take a candy. Ok, at last a
candy. What is inside?

Hallucinations. This is the name of the part. Eight pieces -
eight visions. A battle between stereotypes and reality starts
in the boy's mind. Apparently, reality wins, everything appears
just like it meant to be. He learned to change things. But
there is a mess in his head, so everything turns into a chaos.
All scenes developed during one week as a result of a
brainstorm. 'Vulgar' stuff rejected immediately, we tried to
keep only the most precious things. I'm not good at
hallucinations, had to provoke it in reality. As mentioned
before, listening one pattern up to 20 times is enough for
that. Paranoidal incidents, happened to me this time have to be
mentioned also. It's fun, but terrifying.

No one loves. In my opinion its a culmination. Silent
contemplation of incomprehensibility. Situation comes to a
norm, shrines to the one place, where something is still
happening. Probably, its time to calm down. I stand my ground
firmly, walls are not moving, I can pay no attention to
somewhat spinning near me. But hey, its interesting! Idea of
this scene was taken (borrowed, copied, stolen, converted,
_sneaked_) from some Japan film. There was a similar character,
frequently loved by no one. Objects ... Objects appeared by
itself, adhering the principle 'no pyramids'.

Beautiful. Maybe, it symbolises a total mind divergence, or
otherwise boy's transition to another, better world. But most
likely, it symbolises nothing. Just a pop insert to guarantee a
prize place. Was born in tortures. Nothing more to say.

Second load, intro. Can't say anything - don't remember. It was
invented by diver and cj, I was busy at this moment, can't
remind the line of their discussion.

The end. Death of a body. Yes, the brain remained in the
colourful gutter. Child's organism couldn't survive such a
strike. Put yourself in a place of imbecile, being a healthy
child for about a 4 minutes ago. We planned to kill him from
the start. I don't remember how this idea stroke our minds.
More likely we were drunk or stoned. Maybe cj remember ...

That's all.

Youth say 'no drugs!'

gd / / triebkraft


history of making - part two.

Being a naive chukcha youngster, following the requests of some
authoritative comrades I dared to write my part of history of
the making ... Alas, I didn't succeed - the result couldn't be
compared or even used in the same zine with brilliant
psychedelic gd's part. That's why I've changed my mind and
deleted the article ... But I had to write something because of
a given promise and here is my 'much different' work.

A lot could be said about the history of the making itself, in
case of our memories were not so faded. Certainly, this is our
most complex work - as for perception and for the creating
process itself. Due to long duration of demo it was very
difficult even to invent parts, not mentioning the
visualisation and creating it. No, nevertheless, our path is
small blasting things as melange or detroyt. As I said at CAFe
from the stage 'we wouldn't do it again'.

Difficulties rose when someone, somehow just became an
imaginative supah-dupah designer, crying and ragging, altering
already done scenes or excreting such an ideas that my hairs
started to tremble (and not only at the head). Key-jee, a
naturally gifted monster-musician recomposed the whole track
during one week (respect!), Unable to correct pair of patterns
for about two months then. Prof suddenly became indignant,
abused and cursed me out - completely rejecting his
participation in demo (although we pined our hopes on him a
lot). Diver, unearthly great artist - started to touch the gfx
for one week before the party, hadn't finished, and then, till
november didn't even tried to create, feeding my disappointment
in mankind. And of course my mental braza - gd -
threedimensionalartistnot. Driving me catatonic with his
'Intricate' scenes - this can't be explained with the human
language, no, not too horrible, there is even something
beautiful there ... But it makes me even worse. All this would
be seen in our forthcoming productions:)))

Everything went as always - we did it all together. No, I was
the only coder and key-jee composed the music, but everyone
thought that he has to 'participate'. That's why it is so
complicate to find who is guilty of what ...

Sense of the demo? :) We want to know the answer for this
question too. Everyone has its own. Gd is narrating something
about solitude and fight with reality, I did the demo about
drugs and solipsism. And mixture of all this is called 'weed'.
Really, there is no special sense - whole demo constructed in a
harry, and much of it is not as have been really thought of.
Some parts contrived of nothing, even the name itself was
chosen two days before departure ... The only one paradox is
that doesn't existing sense, I saw it those soggy autumnal
nights ...

You shouldn't pay a lot of attention to my words - there is not
much deep meaning here. At the end I want to apologise to our
not numerous 'admirers' (hi everyone!) For the long-long way to
the final release (still imperfect), i'll doubtly complete the
party version with our frozen-out guys ever again:) I give my
great respect to all, who supports the zx-scene!!! See you next
party - ascii04 is on the way:)

fuck animation !!!!!





Other articles:

Editorial - elph: offering himself ...

Editorial - elph: offering myself ...

Editorial - alff: Change is the air that we breathe ...

Editorial - alff: Changes ... is air ...

Editorial - miguel: ... title .. title by myself

Editorial - chasm: By the way, have you read the rules cc04?

Editorial - the creators of the magazine.

News - the latest news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - actual news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - c-jeff about the reasons for the closure of the musical project "emphasis".

News - look Moran / CPU on the current state of affairs in the group of SPU.

News - sq: "I turned on ZX-Stag, otoshel several feet, sat down on his knees and began to kover ... "

News - sq: news around us.

Scene - Elph'a surprised appearance Demo works, do not carry a not that deep, but at least attempts to study their feelings and reflection.

Scene - Emotional consumerism.

Scene - Rebellious demostsener.

Scene - Demoscene rebel.

Scene - History of making demo "WeeD".

Scene - report Miguel / CPU on CAFe'2003.

Scene - Shshshshsh - BOOM! this is where I am? aha on CAFe'2003.

Scene - CAFe'2003 report from Chasm.

Scene - report Bourgeois Pyromaniac on a trip to the Russian party CAF'e 2003.

Scene - pyromaniac CAF'e 2003 report.

Scene - From party to party: reports from CAFe'03 FOReVer and 5 and compare them.

Scene - from party to party Cafe'03 and FOReVER 5 party reports and comparision.

Scene - The report from the Warsaw group AY Riders.

Scene - Gasman'a story of how he had introduced the British inhabitants of the demoscene on Notcon 2004.

Scene - Notcon 2004 report from Gasman.

Scene - the story of group exhibition GALZA.

Scene - GALZA exhibition 2004.

Scene - Moran picks contest graphic black and white pictures.

Scene - Dive Into Monolith (GFX compo).

Interface - Reactions to Spektrumistov Adventurer # 14: Questions and Answers.

Interface - Music is different. Each of us understands it differently, we have different tastes ...

Interface - AS C-major ...

Interface - an interview with musician Rybinsk Ahim.

Interface - interview with Ahim.

Interface - Moran / CPU interview.

Interface - an interview with the Rybinsk coder and musician Moran / CPU.

Interface - an interview with musician C-jeff.

Interface - c-jeff interview.

Interface - an interview with the British muzykntom Gasman / Raww.

Interface - Gasman interview.

Interface - an interview with the Permian muzykntom Kej-Jee.

Interface - Kej-Jee interview.

Interface - Rybinsk interview with musician and artist Miguel / CPU.

Interface - Miguel / CPU interview.

Interface - an interview with Alone Coder.

Interface - Alone Coder interview.

Interface - an interview with the Krasnodar musician Nik-O.

Interface - Nik-O interview.

Interface - an interview with Tchaikovsky the musician Riskej.

Interface - Riskej / OCA interview.

Interface - Yerzmyey / HPRG interview.

Interface - an interview with a Polish musician Yerzmyey / HPRG.

Scene - a survey of manufacturers of games, "What makes you do the game for the Spectrum in a strange time? "

Interface - gamemakers questionnarie.

Interface - an interview with the publisher cluster games Cronosoft.

Interface - gaming like it used to be! (Cronosoft interview)

Interface - Alex Xor on the status of gaming in the ZX Spectrum.

Interface - Analizing ZX Spectrum games in 2003 year.

Interface - elph: "games that I played."

Interface - elph: games, i haven't played.

Interface - moran: "Why do I play."

Interface - Confessions of a serial gamer.

Reviews - an overview of demos in 2003: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant.

Reviews - demo 2003 review: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant .

Reviews - The history of the gaming industry in the former Soviet space: the 1991-1999 year.

Reviews - The history of the gaming industry in the former Soviet space: the 1999-2004 year.

Reviews - Development of exUSSR games (1991-2004 years).

Reviews - Trends in Spectrum games industry.

Reviews - Tendencies of ZX Spectrum game industry development.

Tutorials - More color! Description packer color video from the demo Weed.

Tutorials - More colours!!! Description packer color video from the demo "Weed".

Tutorials - hewle splines - programs to create spline curves.

Tutorials - hewle splines.

Ottyag - nothing.

Software - vto.poy vepsiya scheme IDE-HDD adaptepa for the ZX Spectrum.

Interface - an interview with the Permian musician Siril/4D.

Scene - AY Riders live in Warsaw.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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