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Mail Archives: djgpp/1997/06/03/02:02:44

From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller)
Message-Id: <199706030559.PAA09968@solwarra.gbrmpa.gov.au>
Subject: Re: Quake vs. Demos
To: adalee AT sendit DOT sendit DOT nodak DOT edu (Adam W Lee)
Date: Tue, 3 Jun 1997 15:59:35 +1000 (EST)
Cc: djgpp AT delorie DOT com
In-Reply-To: <199705302154.QAA24261@sendit.sendit.NoDak.edu> from "Adam W Lee" at May 30, 97 04:54:16 pm

> them can.  Look at the Into the Shadows demo, that was coded by demo
> coders who have now begun writing games... Into the Shadows, if it's ever
> released, will have a 3D engine unlike anything anybody's ever seen,
> simple because of Triton's TAPE (Triton Advanced Physics Engine).  It's
> faster, better and more realistic than anything I've ever seen.  If you
> haven't seen this demo (itsdemo.exe or .zip I believe), LOOK at it.

Into the shadows has some very limiting features however, most noticibly is
the lack of true 3D...  Also, the character movement isn't anything new, and
it uses (AFAIK) the same sort of movement techniques as is applied in the
Tekken series of games. However, this demo is fast and smooth and I think
I deleted it over a year ago meaning it was a long way ahead of its time when
it first came out... HOWEVER...

The reason it wasn't released was because the _playability_ basically _sucked_
big time... In other words, there is more to writing a game than making it
look great, it has to have playability as well - maybe this is a good distinc-
tion between your average demo coder and average game coder...

Leathal.

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