Iconoclast by Andromeda Software Development [web]
i c o n o c l a s t by a n d r o m e d a s o f t w a r e d e v e l o p m e n t Presented at Assembly 2005 written by navis scored by amusic and leviathan drawn by amoivikos and ch3 requirements: Iconoclast can run on machines with fast CPU and GPUs with ps2.0 shaders (Geforce FX and 6+ series, ATI Radeon 95++,X series). It can run on lesser machines, but most of the effects will be absent (probably only the particles, strips and skyboxes would be visible). "you are not ready for this" .code - Navis Iconoclast is a product of enormous labour and love. It was written between the beginning of March and end of July 2005, without any significant direction or sequencing of parts. Unlike planet risk,however,there is a very vague 'storyboard': The transition from the old world (in terms of demoscene) to a new, hence the 'destruction' of oldskool artifacts in the first parts (up until the point of the hourglass, which serves as an intermediate step).The original idea was to dive then into a completely different style of demo - so, the mellow parts would be followed by angry, noisy and completely over the top, surreal graphics - maybe similar to the ones in 'Aphorism for the masses'. However this idea was abandoned and the new approach was a bit more confined to what one would call 'normal effects and music', while still retaining a hint of surrealism. The demo is split into the following distinctive parts: 1) Introduction. This was (as is the tradition) the last part to be written, and it is based on an old idea we had:A fractalesque algorithm to create random urban topographic maps. (and maybe a tongue-in-cheek reference to the beginning of last year's winnerdemo 'Obsoleet' :-)). 2) Breathing object. The object with the holes, and the saws passing through it, cutting it into pieces. No geometry is being altered, it is all on pixel shaders with "alpha testing" being used as a means to recreate that Constructive Solid Geometry feeling. 3) Barbwire, rose and moon. That being the last part written, it was meant to tone down things a bit, and let eyes rest for a while, before 4) Hollow object, refractive box, the door. One part, one long camera take. This part really serves as an interlude between part 3 and part 5. Having a door 'opening up' the skybox could raise the philosophical question of what exactly are the limits in the universe that each scene creates,in this or any other demo/computer game.Are skyboxes the surrounding walls of the world, outside which nothing can exist ? 5) 'Underwater' scene, a collection of great oldies -well, 3 of them. Then the transition into the music box. Again, one long camera take. A very painfully constructed scene and probably the most time consuming one, due to the fact that a high degree of optimisation was needed to make it run fast enough. 6) Polaroids reflecting a scene, 'Antikythera mechanism', sharks, apes , the end ... How could an ASD demo not have the trademark sharks(even though it is a different model each time :P).This long part was rather straightforward in construction - the goal was to build 4-5 scenes and connect them so that they blend into each other in a completely organic fashion (not only in terms of content, but also in framerate consistency),without the need to change camera angles, do fades, post-processing effects or whatever else. This is a tradition that has been in development since EON, Ambience/Antidote for the masses,and party Planet Risk demos. Lots of time was spend 'adding' effects, particles, models, splines and then even more taking them out of the final equation.Spend a month adding, spend a month taking away, leaving only what really matters in.It is good enough when no more and no less is needed. It is very difficult to make a judgement, and one can only improve by watching and making more demos. Last thing worth mentioning is the attitude of doing as much as possible by hand.There is no 'scripting',or stored camera paths in 3ds files.Even some of the mesh animations are procedural. It is our belief that hardcoding can speed up the process of creating a demo, as it eliminates the need for a very versatile and fully integrated scripting and spline laying tool. Sin/Cosine are the humble bricks with which one can build cathedrals, as long as there is enough patience and imagination ! .music - Amusic / Leviathan As far as the music is concerned, right from the beginning we wanted to make a completely different sound but at the same time stay true to the style we have developed over the years. The result is something that has its roots into the progressive metal genre, but cannot trully be called progressive metal anymore.Hence we devised a new genre which we christianed "Dynamic" however it might apply to each one that hears the term. The general idea was that this time we wanted to make a more oriental/mediteranean influenced piece along with the "traditional" heavy guitar riffs, into a crazy and punchy song. Alas, when the first effects started coming in it was obvious that the diversity of the visual part called for an also diverse soundtrackish piece. Ergo, even if the result might be pleasant to the ear (well if someone likes the guitar) , it cannot be really understood out of the visual context. As with the visual part,the audio part is full of diverse and different ideas combined into one piece, while each idea could be expanded into a piece of its own . The technique used for this one is no different from the one we have been using since the early days we were writting music. Devising as we write. Some ideas have been composed, arranged and performed only to be found inadequate, deleted and back from scratch, while others proved to be what we really wanted in just a single performance. This must be the piece with the most instruments and effects we have ever written. All in all, we are happy with the experimenting and the result and we have the belief that we managed to create an original sound sum that has not been heard before in a demo (well except our little tribute to Future Crew and noOon). .3d graphics - Ch3 The common charecteristic for mos of the models, was the use of primitive cubes or hard edges to achive a more digital rather realistic look. Of course, a reasonable polygon count was an issue , as many of the models are not static, but they are deformed by per vertex calculations. .shark The shark model started from the realistic looking skin which is based on reference photos. The interior skeleton though,was approached in a more abstract and loose manner and it was made exclusively by hexaedrons. The deformation of the shark is produced procedurally directly within the demo. .ape A lot of preproduction work was done for the design of this character. After its form was established thought, the modelling was a rather straight forward process,as it is a simple looking model. The polygon count was kept quite low,for performace but also for aesthetic purposes. The animation was the most important stage, in order to convey the weight and power of the character. .fatFace This character combined with the apes, determined the final part of the demo. It was modeled directly within the computer and it is based on reference photos , but with some exaggerated features.Again, low polygon look was an aesthetic choice, but also helped in the perforamnce of its animation, as it is driven by blend shape deformations. Its outfit and environment was made with cubes to give a more abstract look. .2d graphics - Amoivikos Finally, the themes for the 2d graphics in this demo were mainly influenced by images from olden days,ancient artifacts and the baroque era.Lots of material initially sketched out, did not make it into final, and that was indeed for the best.Following the pattern set by planet risk,but happily with lots more involvement,the graphics attempt to serve the flow of the "storyline" rather than try to stand out on their own . A great deal of effort also went into experimenting with the use of mixed media and trying to tie them seamlessly into a more unified look and feel. Postnote. It has been a very enjoyable year, 2005, rolling out 5 demos and getting to 4 parties. See you all next year at The Gathering 2006 and PixelShow 2. http://asd.demoscene.gr
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