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- Newsgroups: alt.sys.amiga.demos
- Path: sparky!uunet!munnari.oz.au!bruce.cs.monash.edu.au!monu6!yoyo.cc.monash.edu.au!gothic
- From: gothic@yoyo.cc.monash.edu.au (Toby Sargeant)
- Subject: Re: why demos?
- Message-ID: <1992Sep13.223828.18864@monu6.cc.monash.edu.au>
- Sender: news@monu6.cc.monash.edu.au (Usenet system)
- Organization: Monash University General Access Unix
- X-Newsreader: Tin 1.1 PL5
- References: <1992Sep11.133418.24572@fwi.uva.nl>
- Date: Sun, 13 Sep 1992 22:38:28 GMT
- Lines: 28
-
- Dr.D (bosman@fwi.uva.nl) wrote:
- : I think demo making started in the cracker scene. Its a way for a group
- : to show how good they are. Make themselfs known to the rest of
- : the world. Give themself a reputation.
- :
- Yeah, It _WAS_.... Now if you take a look at the scene, it is
- pretty much divided. There are groups like Skid Row and Crystal whose
- sole purpose is to crack and distribute, and then there are groups like
- Andromeda, Silents and Melon Dezign who's almost single minded aim is to
- create good productions...
- : up new routines and awesome effects..that 9 out of 10 of those guys
- : wouldnt be able to make a good game. Not cause they miss the coding
- : experience...im sure if they'd get an assignment with details on what
- : to make they could make it..but just cause it takes a lot of knowledge
- : to develope and design a game.
- :
- Yeah? I don't agree. A lot of games programmers are ex demo
- coders, or still do. As another example, what about Deliverance and
- Pinball Dreams/Pinball Dreams II? They were all coded by digital
- illusions, a division of SILENTS.
- You cant get much closer to the scene than that.... Coding a
- game isn't in my opinion much more difficult than coding a demo. It's
- just longer, and a lot of people don't have that kind of time....
- :
- : cor 'scorpio' bosman
- GoThIc/CR/\SS
- (Which came first? the grass or the human?)
-
-