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Desert of Winds |
Overview |
- semi-void of vegetation due more to the freshness of volcanic
terrain than to precipitation etc.
- wide open views more possible with out the detailed vegetation -
this will be the 3rd biome the participant hits and still
may not have stumbled on any human structures - terrain means the view changes to macro just after getting used to the closed in environments - can
plainly see the slow transition from forest to desert - such as scraggly scrub pine stands
in dry areas for variety and transition from forests to desert
- contains the 2nd set of dream structures near the
east edge of the volcano
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Theme |
- the wide open view automatically transfers to the feeling of
isolation and self exploration the desert brings - much aboriginal art is associated with
deserts where it lasts longer - desert is also an environment that has always
been inspiring especially the high desert - the desert makes you remote and more inner
explorative - inner exploration is Nemos Mind
- because of the distance at which things can be
seen in a real desert - much of the landscape can shift and change
as you approach it - a magic place to see things from - could look down on the desert
floor from the plateau and see dinosaurs (shadows only) moving around for instance
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Plateau - Desert of Winds |
- heat waves with mirages in them - disorienting terrain that moves
in the heat waves
- plateau has a lone tree on cliff edge with a forked branch both
curving toward each other and forking - that hang below the cliff
- if position
just right so the branches frame something below then you get a cool vision that only one
person at a time can see - like as if the branches are arms holding
something that is far below...
- three boulders on top of plateau with points on upper side line up and pinpoint a
suggestive point of interest on the desert below - if you go to that spot...
- lots of dead trees and other desert preserved artifacts
- rock formations suggest shapes of animals etc.
- so wandering along the edge of the plateau is a bunch of rock
gazing - interpreting shapes - could animate some - when you
investigate these rock formations closer when off the plateau you
notice that the aboriginal carvings from around the world are
thematic to what shape you saw from above
- for
instance some rocks loosely arranged so from above
looks like salamander - is too big to interpret as salamander
up close - the carvings up close on human scale are all salamander
paintings and carvings from around the world
- could have animated bushes and scrub pine in highest points
showing wind effects - could also do sand storm fogging in certain areas
- fossils would be cool - like one that can only be
noticed from on
top of plateau and then go look closer later on
- some
exploration required to get to top of plateau
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Lava Forest - Desert of Winds |
- To East of Crater is the Lava Forest that contains the 2nd Dream
Structures
- jumbled rock and disorienting terrain with lots of surreal
suggestive shapes and impossible physics
- from special viewing spots (marked by something noticeable like
an indented circular shape in the ground) the explorer can rotate
view until they see a whole scenery in the silhouette of the rocks
like dinosaurs running through a forest. View is lost as
soon as angle changes
- explorers can share coordinates to favorite viewing spots
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Crescent Mountains
- Desert of Winds |
- the crescent mountains were originally designed to set in a curve
and with certain heights to disorient the participant to give
non-linear feel - then later the above view was constructed to be a
curve of mountains and color of terrain to look like a crescent moon
- mountains need to be tall enough in later versions of Nemo's Mind
when whole island can be seen at once - so the top of the
island doesn't fall into line of sight and become a navigation guide
- at the base of an old desert tree at an obvious observation point -
perhaps a piece of pottery (when dropped in the dream sphere
becomes whole and then pours out water and something in
the water
- if the explorer must navigate in the desert by retracing steps,
getting lost - then this will be a new experience in interactivity
- darkest parts of the volcanoes are the freshest and highest - so
as you get higher in the desert it all gets darker textures so it goes from desert to
dark lunarscape - lower desert is ochre reddish to tan - this scheme is another detail the observant
player can notice as an aid to navigation or just for variety too - of course the areas
intermix in transitions and pockets exist within each other -
darker area at top of island
also makes that area dryer and more wind due to heat from the dark - but this also makes
the volcano look tall and therefore a navigation target - need to
find a way to make sure volcano isn't a beacon to lead to other half
of island in funneling by the cliff rift
- desert and moon are related and surreally connected in the game
- also the string of mountains is an obvious crescent moon (using
color of terrain to define shape not necessarily the color of moon)
as seen later from the air - a part of the desert to north of
crescent mountains (adjacent to the beach) that is very moon like in gray color - as you step inside a
certain radius it surreally turns gray (total gray scale) and sky goes to pitch black with stars and sun/moon turns
into the Earth
- surreally
cool with moonscape and waves crashing or at least murmuring on
shore depending on the engine
- howling wind in the highest
areas
- wind chime or instrument that sounds when wind grows high enough
to blow through a funnel cliff opening etc.
- a big
mechanical that swings an instrument through the air on fixed/rotating/length changed on
the fly by interactant for eerie tunes and echoes - a spinning whip through air
and moan like the wind - changes pitch determined on wind direction etc. -
- in high desert exposed to wind need a natural vortex funneling
in a canyon that funnels wind into a whirlwind - participant could throw dirt or smoke into air or powder
and if using a twirling air stream you will produce a tornado - how can the participant
tell their is an air stream to play with - maybe a wind moaning human like
attracts attention - cool to track by 3D sound - - maybe
animated bushes tilted toward the middle of vortex - bowl in the ground where it is at and the
player is spun around in it - perhaps a hole in the bowl to make a fire to get
sparks and smoke into whirlwind - very cool at night - maybe a free spinning
fan blade turned downward at end of a tunnel that funnels and wind turns it and makes the
funnel - maybe need funnel going upward then prevailing wind moves it over the fire pits -
if you put a round river stone in the bowl it would spin around indefinitely in the bowl
and add sound - at night the wind pushes the dervish along cliff face and reveals dancing
images on the cliff
- desert during day you have heat waver - limited seeing ability
on surface - use heat waves as fogging -until engines and machines more powerful
- things that can only be seen from above may only be useful by
dirigible in earlier versions
- sand dunes to the north of crescent mountains put patterns in the sand dunes and recognizable macro patterns
from above -blends into the adjacent moonscape coastal area - make
the dunes the famous signing dunes with the wind
- to north west of crescent mountains - arches and stone bridges, pillars, plateaus
meld into an impenetrable cliff -
5 foot /2 meter wide canyons - but extremely deep - if
participant is on foot from surface it could be a
puzzle to find way down and then see Indian art/American mythos - and get water and
hear
echoes - some water down below (underground water way for mini-sub
travel
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Cave Pool and Mysterious Vent |
- to west of crescent mountains - a part of the
cliff, mostly impenetrable barrier to going further into the island
- a mysterious lone leopard - takes you to an indicator of
something else - if it keeps its distance it can be cheap animation
- the centuries old paths the leopard uses combine and
"Y" to point to water - water source in an open cave of the cliff - the
pool
has a mysterious pulse (from the pulsing pressure inside the
condensation sphere) - level pulses up and down - if this is near the middle of the
sphere altitude wise and the vent is at the top and further along
the cliff then maybe it
wont clue the participant in that the mysterious pulsing pool is related to the vent
- mystery element is the up and down pulsing of the pool
(from the steam plant inside the condensation sphere) - several pools of water in a
cave and one has a variable water level - an indicator that something on the other end is
fluxing the air or water pressure (like a toilet bowl exposed to wind)
- this pool in a cliff side cavern is located more towards desert -
in the arches and stone bridges, pillars, plateaus part - put
mysterious vent in same kind of area so
its not associated with the volcano - so there isnt a hint that there is something
inside the mountain/volcano (don't want the participant to be
anything but surprised when they pop out in the crater later on)
- cave wall paintings that move and really do tell a story
(by way of the reflections of the pulsating pool) and
then a new drawing begins over top of others for layered chronological
effect or the
layers of drawing as they were put on chronologically - make the ones in this cave relate
to the tiger
- token note for far future interaction: notice tracks of a
follower of your tracks if you back track (say that 3 times fast) - leopard
- when crossing over an underwater passage - should here gurgling
or something - very mysterious - more vegetation - following sound would lead to cliff of
cliff rim near the observatory house in one direction and the whistling vents and peter
out (underground river goes deeper)
- a low whistling coincides with rising tide - heard from a distance - less noisy
with falling tide/have to be closer to hear it - its a vent on the cliff face- mysterious
vent is for an enclosed area with changing pressures (later in game can come up to inside
of this)- in cliff house is a pool with deep drop and tunnel turning horizontal toward
the crescent mountains - pool level in observatory visibly fluctuates
(should remind of the cliff pool)- later on you find with sub that
both are connected
to the condensation/dream sphere - tube feeding water to the
observatory pool could be seen under the observatory from spiral staircase area
going away from the glass window/cliff face
- the vent is far enough away from the volcano
that the participant doesn’t connect the 2 - thinking something is
under it - later even after seeing vent from the inside they
are still surprised when they pop up in crater lake later - they are
taken surprise and may even wonder where they are at as there are no
indications of a crater from outside of the mountain
- may even see some steam come out in occasional
wisps in the vents from the outside view (so may want water stains
flowing down from it) (make it so you can’t see into the vent and
ruin any surprises or assumptions) (this game really watches
allowing assumptions and gives surprises such as not letting the
crater be known until you swim up into it or popping up by sub into poison
lake - as the lake may not have been seen yet)
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Outer Part of Volcano |
- reddish and blackish and purple volcanic rock - the
volcano is just another mountain (although the tallest) and tall enough that
participants can't see any indication of
being a hollow crater topped volcano - so very little indication of a flat top and the
island side (versus the ocean side) may need to be the tallest to hide all
-
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Atlantis Road |
- a mysterious ancient intermittent road goes by the
observatory and drops off the end of the cliff rift to the North - later on the sub will show where that part of the road and
land dropped a couple hundred feet into the sea and it continues
underwater around the volcano
until it goes into the underwater dream structures - this road can also be
an indicator of or hint of Atlantis as it passes the underwater
dream structures - Atlantis is in the book (20,000 Leagues Under The Sea)
- the road shows where ever
mud or flora or sand hasnt disrupted
- on land going east from the observatory
- Atlantis
road is a possible way to find Poison lake - a clue that something else is out there -
obvious road from cliff house slowly peters out so that you get used to interpolating its
path with out realizing it at first and then following the broken up road
becomes a game to follow
- old road would be a tracking experience - projecting from one
hint of it to find another - could tell where it was cut into a rock ravine - a rest
stop -
extrapolating by accounting for the terrain - "maybe it goes
through that saddle of 2 hills" etc. that could be
recognized for return trip - recognizable landmarks in huge terrain to navigate by would be
strong attraction to revisit
- Old Atlantis Road is carefully constructed in the
Roman style from rock of local area unless areas source is too
porous
- Should be evident where the quarrying sources are
- Road is decayed and or collapsed in some spots
- According to research the Roman roads that we
pattern here are bridged at low spots (built up to fill in cavities)
and curves are very slow and as straight as possible. So plan
contours carefully. This will make it easier to interpolate
where the road continues when it is lost to landslides to pick it up
again
- Some artifacts to pick up here could be pottery and
ancient coins for the Dream/condensation sphere
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Cliff Rift |
- cliff rift - cuts the western 1/3 of island from the
rest - it artistically developed just because monstrous cliffs are scenic from both sides but it also effectively divides the
island for exploration purposes - It also goes with the fresh
volcanic nature of the island - "you cant just get there from here"-
If the explorer falls or walks off the cliff then they will be
"Cliff Flying" - Cliff Flying is a surreal mechanism to
keep explorer from simply leaping to the lower west side of the
island - instead of falling to the Western part of the island
they can navigate horizontally along the cliff by bungee jumping
like motion that will take a while to learn to control. supposed to look like western part of the island disconnected and sunk down and even pulls away
a little - it is the entrance to the under-ground river on the
southern side - and its a
chance to cliff dive on the northern side near the slave docks - so only way to get to the western part of island for
the first time is by swimming from the northern part of the cliff
rift
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want
some quick mental images? TAKE THE "HIGH
POINT" TOUR - at each stop read the aqua
areas and hit the next "HIGH
POINT" link
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1999-2001 by
H. Kevin Long - Nemo's Mind TM
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