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1 guest@cc 1969-12-31T17:00:00
So we've had some expressed interest in making a demo for the next TMDC.

What is TMDC? What is a demo?
Textmode Demo Competition - demos evolved from those little intros crackers used to include with pirated software/games. Compos are basically a dickwagging competition for making a good visual and audio production usually with real-time graphical programming.
Here's an example of a textmode demo: https://www.youtube.com/watch?v=t76kr2lKC2k

Whats our idea?
I thought we'd keep in theme with this imageboard so something /jp/ related. However the rules of TMDC require us to own or have access to the copyright, 2hu fits this as ZUN's terms of use a pretty loose. We've pretty much agreed on this although we should look for more content or reference we can use.

How do we get started?
There are frameworks to work with, here's one by brainstorm:
https://files.scene.org/get/parties/2014/function14/demo/textmodeframework.zip

First should take a look at the framework and start figuring out how it works. We should probably get a simple prototype such as an image loaded into the framework and an audio file playing.
We'll need more ideas of what to actually do with it. Especially if we're solely using 2hu we might want to think of a script and what characters we want to include i.e. are we going for laughs, drama, etc?

Should we create an IRC channel for this? Discord?
We might want something more instant than the board for discussing smaller details. I would lean more towards Discord as we can have a "log" of changes and multiple channels for working on different things.
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2 guest@cc 1969-12-31T17:00:00
I think it would be cool to go for a style more like this
https://www.youtube.com/watch?v=Kjknm6wKsrU

It looks closer to SJIS art, even though I think we'd be limited to standard ascii.

Also I don't know what experience everyone else has had with developing things, but in my experience the programming isn't usually the problem, it's all the creative sides like artwork/music/script/ideas that end up holding things back. I'd feel a lot more comfortable spending time playing around with this project if we had all that other stuff figured out first.
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3 guest@cc 1969-12-31T17:00:00
>>2
Yeah I agree, that definitely looks better than the block/dot style.

Don't have much experience with developing creative stuff but yeah I can see how the design would have to come first.
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4 guest@cc 1969-12-31T17:00:00
I probably should have linked these too for anyone else interested:

http://tmdc.scene.org/index.php?nav=rules
http://tmdc.scene.org/index.php?nav=FAQ

Take a look at keep these in mind.
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5 guest@cc 1969-12-31T17:00:00
>>2
>Also I don't know what experience everyone else has had with developing things, but in my experience the programming isn't usually the problem, it's all the creative sides like artwork/music/script/ideas that end up holding things back.

For people like us that's probably true, cause we're a bunch of computer nerds.

I think a lot of internet hobby projects like this one end up not going anywhere, but could have worked if just they did a bit of basic project management. I've seen so many "let's make a game" start with discussion of setting and plot, and end right after that because no one knew how to do anything.

My suggestion is that we should try to get some shit demo working before anything else. Maybe Anonymous can make cool graphics, but can he make the cool graphics that will be useful for creating the demo? Or maybe he can't make cool graphics, but it turns out we don't really need him to. We need to figure that out.

So here's a tentative battle plan, before we start discussing pointless things:
1 - Fully understand the process of textmode demo creation
2 - Get a list of the available relevant skills
3 - Decide what we're gonna make
4 - Make it

Each step being based on the step before it.
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6 guest@cc 1969-12-31T17:00:00
>>5
I'll try seeing what I can do this weekend.

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