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         | 
      
        | General Development Plan | 
      
        | Stage 1  
          Shareware Stage - see
          3 Level Plan | 
      
        | 
          voice by open source code program - goal
            for shareware is one on one enhanced long distance phone call type
            communicationinterface shell will detail the needed open source coding and scripting
            for specific interactive art pieces etc. - so the possible contributors can see exactly
            what we are trying to do to bring each area alive - this is an open source development
            that haven't been tried before - evolve the design and program in the public versus
            trying to get the interactive program to the highest quality before any release - this is
            the downfall of most grass roots start ups - much easier to put it out and then get the
            interactive elements polished and added as time goes by - more motivatinganyone can work outside of the 3 level
            plans and make a showcase level based on the design doc for use in
            the shareware/publisher demo to show public support - all work will be
            credited now and foreverwill use the open source development engine "Genesis3D"
            - the program will be very easy to make since we are not making any game elements and this
            will even be to the graphic advantagelimited to a program with wonderful terrain and art - already
            useable as a shareware distributable chat programpass any coding by the public eye for possible sharpening of
            voice interface and front end option controlsonce an initial demo is up then hopefully some of this will get
            more attention to the Genesis3D community - open source to develop the
            interface shell and more
            participant controlsI feel that this demo will get backing
            because it is not a game but still uses the ability of the systems
            sold off the store shelves in the last year - this product is targeting
            mainstream use 
            | 
      
        | Stage 2   First
          Complete Island Version | 
      
        | 
          make the initial static art more interactive through open source
            coding and
            add more interactive artadd more flora and fauna - replace some of the tropical with
            deciduous and coniferous biomes - possibly decrease fogging radius in the more foliage
            detailed areas such the small pine needles of the coniferous forestsadd static (non-interactive) animations specially the surreal
            elementskeep using fogging as needed to limit visual range in open environments to keep
            frame rate up - in the first stage of development may have to use fogging to limit polygon
            count in the out door areas scaled to the end user machine so the frame rate doesnt
            come to a screeching halt - later years can remove all together as technology allows - for
            now it can add to the surreal and fogging is fascinating to non- gamers - even in later
            years may want to keep some of that ambiance in a few areaskeep in mind all the design document details will not be in the first useable
            version - get a useable chat terrain out there and then add to it as we gain more support
            - for instance all the biomes may not be in place at first and may only have tropic and
            high desert in the first version or 2 - then later replace some of the tropics with
            coniferous etc. - tropics are the priority since the large leaves are easier to render
            than the fine structure of the coniferous forestadd non-interactive and interactive art through the use of
            models/actors out of StudioMax or any program that puts out compatible files - example:
            transforming
            statue could be triggered to do countless separate "transformation" actor
            animations - could even be in 2D to make it easier on lower user machines?
            - for the size
            since it rotates toward the viewer already - later on turned to true stop and go morphingnon-interactive art pieces can be actors out of modeling programs
            to get smoothness etc.lighting may be limited on the first version for frame rate slow the mouse look and first person movement
            to non-gamer, non-disorienting speedoption to make a scaled down version of the island - raise the
            ocean - later versions raise the island/lower the oceanwe cant get all the detail we want into it with out running
            out of steam - get a useable version out there and then evolve it and ad to the program as
            support grows - charge nominal fee to ensure more use - word of
            mouth - build market - returns will be enough to pay for further
            development 
            | 
      
        | Stage 3
          - First Evolution of Nemo's Mind | 
      
        | 
          enough momentum to sustain its own futuredistribution of first versions gains word of mouth and helps
            develop the market for terrain chatsincrease the detail and polygon count and/or decrease/move fogging
            further out/eliminate fogging unless used for ambiance in some areas - could keep fogging
            specifically for heavy graphic areas and leave some plainer just to get a break from the
            fogging - lower part of island (where all those CPU sucking trees are at) could stay in
            perpetual fog and higher desert could be clear - if at any point Nemos Mind becomes
            financially sound we will put money back into its source - the Genesis3Dhopefully the engine will be at portal level technology and can
            use more portals than level loading for transparent transitionsusers update by downloads at minimum fees 
            | 
      
        | Stage 4
          - Long Term Future | 
      
        | 
          Nemos Mind now has unstoppable momentum and the marketing
            method is known to the users - download successive evolving versions at nominal fee - part
            of the motivation to do so will be Nemos Mind theme of anti-suppression and its
            support of social causes in various focus methodsThe process of global input to keep the art evolving to the
            highest possible quality and relevance to real world cultures will always be inherent to
            Nemos Mind and keep it as one of many virtual worlds for the rest of global net
            historyat this stage we can start getting fancy with day and night
            transitions and even try to match up tides and night and moon to the actual local cycles
            of the participant or the server location - the additions that really drive word of mouth
            and promote the virtual world applications as chat terrains and shopping malls or the
            representative every large city will have as promotion etc. - we will all have rewarding
            art filled careers for ever - (they all lived happily ever after )contribute back to Eclipse/Genesis3D 
          If you have come this far and
        are still curious see the Finances Page for more specific info see the Status
        page for what we are doing this week | 
      
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          1999-2001 by
          H. Kevin Long - Nemo's Mind TM  all rights reserved |