AADevLog #7 - Creating "the demo"
Writing a demo is a lot of fun, because there are basically no limitations. You just use what you have, and there's no fixed goal. You can make it as short or as long as you like, and when something doesn't work, you either change it, or just drop it.
While all along the way, of course, you run into a lot of issues. A proper demo generates graphics and sound, and has some sort of timing. That's a little less work than a game, which additionally needs user interaction (input) and "rules of engagement", but it's still quite a lot to handle.
