.tHE .sIRIUS .cYBERNETICS .cORPORATION
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Bound onto the hot seat... today: Ray of .tSCc.
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UCM .... Moin Ray. The Atari scene must go on about one year without you, as the
military service captured you. How do you feel today as you can invest
more time again into Atari'ing?
Ray .... Great, what else. Coding has been an important thing for me during the
last years, some sort of passion if you want. And yes, like everything
else about my personal life coding had to suffer a bit from the
military service. Let's be honest about that, I think many of us had to
do some kind of (military) service in their lifes and those would agree
that it doesn't neccessarily remain a negative experience and it hasn't
been that hard, eventually. It's been an interesting time to go through
and now I'm happy to be 'back' having collected lots of new coding
ideas which I can put into action soon hopefully.
UCM .... You know, as you left the scene for the army last year, you left a
quite hungry comunity behind, so "Beams" and "Wolfenstein" had feed the
hype quite well before and in the end the scene got nothing.
Are those your top projects now?
Ray .... Yes that's true. I planned to finish "Beams" asap to clear up my head
for "wolf3d" and other new projects, completely.
UCM .... Concerning "Beams"... how would you describe its development state? Is
there still that much to do or can we expect the demo in the next time?
Ray .... Many things could be improved about the code, actually. But I don't
want to lose my way in perfectionisim optimizing every single bit
leaving the scene behind waiting, endlessly. As said before I want to
clear up my head, so it's getting time to release the thing not only
because the scene had to wait for almost a year or something.
If I had to fix the development state in percent I would say like about
80% since some textures, gfx, camera paths, timing and etc. are missing
here and there but concerning the code, it is finished except for 2
bugfixes, an endpart by remo was planned as well which brings me to the
next question/answer...
UCM .... As we know, Remo vanished for long times without stepping forwards in
coding, so "Beams" seem to hang on you more or less alone, how do you
feel with that pressure in your back?
Ray .... The fact that Remo seems to have left the scene for unknown reasons is
a bad pitty to me. I feel like his quitting itself is a greater shame
than a demo or something having to suffer from it simply because I
don't know what happened to him at all and why we can't get in contact
with him anymore. That guy was on his way to get a kick-ass coder,
honestly. He kept having/implementing great ideas which got even better
after he got to coding his stuff in 680x0 assembler - believe me, I had
seen some previews. I'd really have liked to work together with him in
the future but now things went that way.
So, remo, if you happen to read this please give us a lifesign.
Regarding the pressure on my back I have to say that I've stopped
feeling pressure at all. I got fed up with feeling like I'd have to do
things on my own, completely... and I think many sceners tend to feel
the same nowadays, for instance take you or STS with standing almost
alone writing your diskmags which is just funny because that's what
causes the dilemma in the first place:
I as coder would have the possibility to "saturate" the scene with a
new demo or something similar but for one reason or the other I'm not
able to code anything during a certain period and the scene goes like
"lazy coder bastard" or something. But should I feel pressure because
of that?
Sure, it isn't the most refined thing to let you wait for a project
that long. But if it doesn't work out for me to do any code due to lack
of creativity or anything for some time, is there a sense in
convulsively releasing loads of crap instead in order to just release
anything, at all? That's like saying "Hey guys, look here, I'm not
dead, yet!" just to make sure everyone knows it.
To me it makes more sense to produce stuff only if you feel like you
want to do so or if you're in a creative mood and not because a
comunity fearing their platform might die out demands it. The whole
demoscene is about fun and releasing demos should be nothing more than
a hobby, plainly because it isn't - it's obvious that Atari (I mean the
company) is dead, so what's the deal, should that stop us from going on
producing code running on their hardware or even worse should that
force us to yell at each other just because someone isn't interested in
Atari anymore? You just have to accept that...so what?
UCM .... I guess you are fed up with falcon coding after the "Beams" odyssey,
aren't you, or have you already other ideas in mind?
Ray .... No, I'm not. I got very curious about what I could do with the DSP, for
example. Laugh at me but as mentioned above I collected loads of ideas
during my military service such as a video codec, a decent and modular
demo engine, a 3d API etc. everything for TT and Falcon computers yeah,
yeah, I hear you say: "For heaven's sake, why that TT thing" - it's
just that I like to work with that machine and no one seems to ever
have coded TT specific stuff, which doesn't neccessarily mean it has to
be Falcon incomatible software at the same time.
UCM .... Topic "Wolfenstein", that was laying so long on ice that I don't even
remember right when the last preview was released, is it easy for you
to dive into your old sources? I know that you announced to start the
work on this project again.
Ray .... Yeah, you're right those sources seem to have gotten old. And it isn't
very easy to get into it after this had rested for so long, that's also
true. But in general I still know what I meant and I can follow the
lines of code I've written down there. So after a couple of days of
work I believe I could continue the project, too.
UCM .... When can we expect the first major steps in its development? Still the
essentials aren't included, but anyway, what will be the things you
want to include as next?
Ray .... True, at the moment this is nothing more than a 3D engine, the next
steps on the way to game are sprites as it had been planned a long time
ago. This way we may add some "spice" to our maze in form of static
items at first, like tables, pillars, pickups and so on.
The next major step would be some sort of AI taking up the work of
moving sprites to control and animate your enemies, as obviously they
have to behave in some way, i.e. they need to move towards and shoot at
you :).
UCM .... While you were working on "Wolfenstein" some other quite good W3D
routines popped up, esp. the one of Defjams "Posh" and Ear_X' rout for
the current UCM intro. What do you think about them?
Ray .... I admire both engines, for their speed and especially Defjam's for its
features like mapped floors/ceilings and animated textures. At the same
time I have to say that I'm not going to compete with any of them since
my goal was to recreate the game, plus it should be playable on plain
ST machines. I didn't ever intend to release it as a demo screen so
please don't blame me if my engine is worse and keep in mind that it
has to be much more flexible in order to work as a game not as a "mere"
demo screen.
UCM .... Have you ever thought to join forces with other coders to speed up the
development a bit or is it your very own project? I know you invested
a lot of your heartblood into it.
Ray .... Concering "Wolf3d" I want to finish the project on my own, since as you
say it has been started as "my very own project", so in it's current
state it would possibly be very hard for someone else to dig through my
code, you know.
But in general I would have nothing against joining forces with other
coders to produce projects a more professional way, maybe this might be
an option for the future, dunno?
UCM .... Ok... as we know .tSCc. always say "no promises - no demands"... what
are your dreams to do after you finished "Beams" in the first place?
Ray .... As I said, I'd like to start experimenting with the Falcon's DSP and I
would like to start programming more "professional" software or maybe
some new games (?) because you can't go on coding demos all your life,
there simply isn't any demo effect which has not been shown yet in some
way, in my opinion.
UCM .... So we reached nearly the end of this small "up-to-date" interview, if
you have something to add here, to greet someone or something like
that, do it now.
Ray .... I like to thank anyone who has managed to stay active on Atari until
today. What I'd like to add: hat off to Ear_X and Lineout for bringing
some fresh air into the scene with some hifi code/demostuff, Reservoir
Gods for the same reason and for their nice games popping up
frequently, Defjam for surprising ST fans once more during the EIL3,
Charon for surprising us with his unexpected kick-ass DSP abilities
(even though everyone thought "_" was a "Hmmm..." ripoff, which is not
true in my opinion).
Finally, I'd like to spell out my best hope for the long awaited
Coldfire Atari. If it would eventually make it that would be a true
step forward for the scene, even more than the not less worthy CT6o as
I believe.
UCM .... Thanks, mate. That's all, hope you didn't felt too uncomfortable
answering the questions, but you know, the scene already smashed an eye
on you and is hungry for the things to come :)
Stay cool and take care!
_________________________________________________________________moondog_o3/2k4_
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