Until now, all our productions have been edited manually using a text editor. For this production we implemented a visual object-oriented editor, allowing us to accelerate the demomaking about 400%. This is the first production in which deekay participates as graphician. Take a look to his wonderful c64-like credits!
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We chose Space Invaders as the main theme, partly as a tribute to the classic arcade game and its 25th anniversary.
Choosing a theme also made the creative process much easier. Once we had decided on the Space Invaders concept, it became much easier to come up with scenes and ideas that fitted together and gave the demo some consistency.
The demo starts with a loading screen created by Ximac. We asked him to leave some space below the loading icon for a progress bar, which we eventually used to display the actual loading progress of the demo engine.
The camera moves away until the Moon and a large asteroid field appear. The asteroid field was created by Madgoblin using LightWave. The original asteroids were much more detailed, but we had to reduce their polygon count considerably to achieve a reasonable framerate on the Macs of the time.
merlucin couldn't assist to the party, so he coordinated with pinza and deekay. They managed to present the demo in the MacOS X competition after a struggle trying to download the prod through the saturated party connection. We managed to get the first position in the ranking, but it didn't feel as a win because there were too few Mac productions in the competition.
