history of making "weed"
(c) g.d.//triebkraft
officially, the work on the new product started at 13 june - rather symbolic date (13+6). but, not this day, not the next month no one did nothing. all, that was done - the spirit of the product have been defined. massive _sadness_. exactly that, nothing else. to my opinion loneliness is the most sad thing, that's where i started. sometimes, people are saying that i'm cheerful and communicative man, but the heart of sorrow and solitude is too familiar to me - i had a fucked up childhood. even these days i can leave everyone without a reason and stay locked at home for a 3-4 days. don't know the source of this need, but after that, when you go out, common people and things are noticeably changed. kewl...
so far, the spirit was defined. at first, the music, was chosen properly. the key word - 'was', the final version features absolutely different score. the product missed a lot because of this. the state of depression, dominated in the first versions of scenario, have been lost. by the way, about scenario. i just don't know why are we writing it. anyway, all the useful information it have is the keyframings and music synch. but its worth reading after all, when the work is done. first version of script is attached to this article. key-jee even proposed to supply the product with it, as placebogods did at their time. because of the script the boy appeared. may be he showed up before this, i don't remember. but it was clear from the start - the product will carry a certain idea, touch someone's soul. i don't even remember, who invented this 'sad boy, beloved by no one'. seems like he appeared by himself. strange, but it wasn't girl. basically, i like girls more. may be it's good he was killed without regrets. also, this is strange - the boy have no name, evidently, for his harder personalization. his exterior also didn't matter at all. generally, at the beginning it was a kind of a cuboid. and if i've followed cj - we would have a thing, consisted of balls, as a main character. the use of cuboid or balls would simplify the animating of a character, but having a human being instead, one can compare yourself easier. thus, the choice of personage model was right and no one was pity about it later on. this also helped us to realize some features to improve overall visual outlook of the product. i just want to mention - the part, some people call a protracted intro before the final is supposed to be main. as i perceive, the final part is nothing but a powerful packer of coloured animation. it could be released some years before. curiously, no one had any guess about this.
keyframing. in our opinion, choosing the score within the already done effects is absolutely wrong. only proceeding from the already composed tune, its mood and construction, one can imagine the visuals, palette and actions. that's why key-jee, with his quite frequent changes in music made me nervous all the time. sometimes, i've listened one pattern up to twenty times to picture the scene and the next day composer changed everything. during some period of time i had an impression that the boy couldn't be killed at the end. i just couldn't imagine - the boy with the smile over his face, marching with the curling flag in the upshot. on the assumption of music it could be like that. fortunately it never happened - key jee changed his mind. the main problem of the product is the protracted music. that's why we had to separate some conceptual parts into pieces. beginning, for example. city, camera zooming. nothing of that done good. this problem should be solved in the final release. the rest of keyframing is successful to my mind.
parts. all of it were born in sequence, different to the one, used to be in demo. i'll describe parts in order it came to my mind.
camera zoom. at first, i suggested to apply an alfa-channel to change frames. cj proposed to use the same engine as in the next part - 3d with the keyframes. finally, we ran out of time and used diver's idea - easy to realize, good looking method. this scene is a right way to show diminutively and insignificance of boy's life.
camera, scrolling in an empty room. why its empty? because frame features only a piece of wall and a cube, imitating a bed-side table. and sprite, remains a sprite. but cj has its own opinion. scene carries out deep emotional message (maybe). he is alone, emptiness fills everything. he is deficient of something. sitting here and thinking what does he need and how it could look like. the outerworld is boring and dull. by the way, the world doesn't cares about how it perceived by the creatures, born there. no one never know the true sense of the things, surrounding us. all we see is not true. everyone sees its own, usual and comfortable way. by the other side outerworld is a fruit of ones perceptional paradigm. in other words, if you feel something, then you are a universe and everything goes within you. wars, disasters, love, plastic surgery of michael jackson - you have imagined that to entertain yourself - you are god. in this case, situation corresponds to the boy's mind, its empty.
loading. seems like his mind got a purpose. purpose imprints the boy's universe. door, opening nowhere, he overcomes it. bathroom - the place of solitude and revelation. purpose is right there. everyone wants his purpose to be important and significant. fuck you, get this! take a candy. ok, at last a candy. what is inside?
hallucinations. this is the name of the part. eight pieces eight visions. a battle between stereotypes and reality starts in the boy's mind. apparently, reality wins, everything appears just like it meant to be. he learned to change things. but there is a mess in his head, so everything turns into a chaos. all scenes developed during one week as a result of a brainstorm. 'vulgar' stuff rejected immediately, we tried to keep only the most precious things. i'm not good at hallucinations, had to provoke it in reality. as mentioned before, listening one pattern up to 20 times is enough for that. paranoidal incidents, happened to me this time have to be mentioned also. it's fun, but terrifying.
no one loves. in my opinion its a culmination. silent contemplation of incomprehensibility. situation comes to a norm, shrines to the one place, where something is still happening. probably, its time to calm down. i stand my ground firmly, walls are not moving, i can pay no attention to somewhat spinning near me. but hey, its interesting! idea of this scene was taken (borrowed, copied, stolen, converted, _sneaked_) from some japan film. there was a similar character, frequently loved by no one. objects... objects appeared by itself, adhering the principle 'no pyramids'.
beautiful. maybe, it symbolises a total mind divergence, or otherwise boy's transition to another, better world. but most likely, it symbolises nothing. just a pop insert to guarantee a prize place. was born in tortures. nothing more to say.
second load, intro. can't say anything - don't remember. it was invented by diver and cj, i was busy at this moment, can't remind the line of their discussion.
the end. death of a body. yes, the brain remained in the colourful gutter. child's organism couldn't survive such a strike. put yourself in a place of imbecile, being a healthy child for about a 4 minutes ago. we planned to kill him from the start. i don't remember how this idea stroke our minds. more likely we were drunk or stoned. maybe cj remember...
that's all.
youth say 'no drugs!'
gd//triebkraft
history of making - part two.
poisoned cyberjack/triebkraft
being a naive chukcha youngster, following the requests of some authoritative comrades i dared to write my part of history of the making... alas, i didn't succeed - the result couldn't be compared or even used in the same zine with brilliant psychedelic gd's part. that's why i've changed my mind and deleted the article... but i had to write something because of a given promise and here is my 'much different' work.
a lot could be said about the history of the making itself, in case of our memories were not so faded. certainly, this is our most complex work - as for perception and for the creating process itself. due to long duration of demo it was very difficult even to invent parts, not mentioning the visualisation and creating it. no, nevertheless, our path is small blasting things as melange or detroyt. as i said at cafe from the stage 'we wouldn't do it again'.
difficulties rose when someone, somehow just became an imaginative supah-dupah designer, crying and ragging, altering already done scenes or excreting such an ideas that my hairs started to tremble (and not only at the head). key-jee, a naturally gifted monster-musician recomposed the whole track during one week (respect! ), unable to correct pair of patterns for about two months then. prof suddenly became indignant, abused and cursed me out - completely rejecting his participation in demo (although we pined our hopes on him a lot). diver, unearthly great artist - started to touch the gfx for one week before the party, hadn't finished, and then, till november didn't even tried to create, feeding my disappointment in mankind. and of course my mental braza - gd threedimensionalartistnot. driving me catatonic with his 'intricate' scenes - this can't be explained with the human language, no, not too horrible, there is even something beautiful there... but it makes me even worse. all this would be seen in our forthcoming productions :)))
everything went as always - we did it all together. no, i was the only coder and key-jee composed the music, but everyone thought that he has to 'participate'. that's why it is so complicate to find who is guilty of what...
sense of the demo? :) we want to know the answer for this question too. everyone has its own. gd is narrating something about solitude and fight with reality, i did the demo about drugs and solipsism. and mixture of all this is called 'weed'. really, there is no special sense - whole demo constructed in a harry, and much of it is not as have been really thought of. some parts contrived of nothing, even the name itself was chosen two days before departure... the only one paradox is that doesn't existing sense, i saw it those soggy autumnal nights...
you shouldn't pay a lot of attention to my words - there is not much deep meaning here. at the end i want to apologise to our not numerous 'admirers' (hi everyone! ) for the long-long way to the final release (still imperfect), i'll doubtly complete the party version with our frozen-out guys ever again :) i give my great respect to all, who supports the zx-scene!!! see you next party - ascii04 is on the way :)
fuck animation!!!!!