Order of the Butterfly
Posts: 478 from 2003/7/25
From: Wroclaw/Poland
Quote:
matt3 wrote:
@MDW
We going to see a new demo sometime? :) Yours are the best!
Very nice to read that. Thank you. :) However It’s not hard to be good when there’s almost no competition. :) :)
I’d like to, but unfortunately, I’m not going to make a demo in 2025 because I won’t have the time. Making a demo usually takes me 1 to 4 months (now much less than before). I even have an idea for an interesting and unusual (and maybe a bit funny) demo that would go well with a certain piece of music. I asked the composer, and he said I could use it.
However, I would need to implement a bone system in my engine that would be compatible with the existing classes (mesh, object, scene, animator), add bone data export to my Blender plugins, and then learn how to model and animate characters. I’ve tried that before, and the results were very poor. :D
I promised myself I wouldn’t make a demo until I finish my game "Orbiton" (mainly for MorphOS, with other platforms later). I’ve been working on it for almost seven years (with breaks for making demos and the engine), and there’s still so much to do. The game’s mechanics have gotten so complex that I spent over a month writing documentation needed for creating levels (in the first version I would like to create about 200 levels). Creating, testing, adding the rest of the graphics, and handling all the sound design is a huge amount of work.
Also, these are tough times for me, and I have to spend much more time on paid work. Paradoxically, the more I work, the worse things get. :) This trend has become dangerous. :) :)
Regardless of all this, if I finish the game, I want to make two more demos. In one, I’d like to try bone animation, and in the other, I’ll try to implement simple soft body physics (I’ve been planning to learn this for over 20 years).