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small
dissipating bubbles from the divers
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the
camera swims toward the explorer as they pass - comes up from
behind and then through the helmet and then user control is given
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Opening
camera movement of the eel would be side to side versus the up and
down of the dolphin in the euro dream
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bioluminescence/wavering
on cliff walls and in caves in spots – make it spotty so obvious
it is bio
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put
wavering sheets between user and lights form a distance to give
lights of sub some dynamics – wavering by putting a rotating box
in front of sub? could
attach a box around user so visible at certain distance is wavy
– cool sci-fi effect and surreal!! So a transparent circular/box
wall around the user rotates and the textures are animated fading
in and out – get a good sense of water waver – at shallow
areas add fixed sun ray waver as
wall attached to user on the sun side? – sub culture had
a great example
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in
the lagoon make terrain colored according to the sun angle - algae
etc
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instead
of wavering shadows etc. for all of shallows just attach a
light or effects to the user – rotating transparent objects
could cast shadow?
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with
dark fogging the divers can come up to an abyss and not see the
bottom - in one part they can see lights below - a call to find
the Nautilus
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as
go deeper then clicking right mouse turns on electric lamp (in
book)
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no
collision on bubbles (retail version would be great interactive to
play with trapping bubbles under structures or watch them slide up
lateral overhangs
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simulate
dappled sun shadow on waves movement over bottom and coral by
using dynamic lights
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far
off the themes note: underwater light show at night in reef laser
is very cool diffused in water - could use OMEN island as a giant
screen
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surface
is a skybox camera in water or a portal camera looking down at
water
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repeated
sound effect of ambient water sound from last scene of Gdemo plus
rhythmic bubble release from diver breathing
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change
physics of gravity - allow walking off cliffs and sinking slowly
to next surface
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program
screen bobs with heavy long stepping of a heavy underwater diver!
- if look up then you see matching release of bubbles with
in sync with breathing sound effect
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surface
with sun and wave movement - in deepest end of lagoon the distance
fogging (water style) would close out the sun and surface
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use
sun reflected water dappling in the shallows of lagoon and on the
tube and windowed cliff etc
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sun
of the sky box should be a water warped appearing animation
as should the whole sky!! Clouds etc. – could be used on only
the shallow half of the lagoon since not visible deeper
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2
sets of wave textures at different speeds like in Myst3D and one
is broader distance between waves – put surf textures at edge of
lagoon – the rock edges should be lipped with the surf texture
not always visible – use clouds and cloud shadows also on the
water surface and even the shallow sand – do wave shading versus
just concrete shapes also going over the shallow bottom –
perhaps by using an animated filter over a spot light
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make
water reflective and if not possible or if better effect then make
2 textures one water with mirror set to translucent underneath or
on top
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use
different colors of fogging, greenish and blue light and fog in
Lagoon, with full bright on textures at waters surface and
graduate the texture lighting as you go down
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how
do i make wavering light on the shallow areas of lagoon?
with dynamic lights? perhaps
some huge horizontally aligned spot lights rotating out of sync to
make cool wavering or spotlights with textured filters
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use
animated water textures up on the surface only in shallow enough
areas that see it, perhaps a fogging that is only a vertical wall
distance and use dark surface textures to simulate deeper areas
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Make
oversized fish and octopus etc. in lagoon
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Multi-colored
cliffs in lagoon by lighting
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this
terrain is generally open terrain with a real separation of light
from the surface to give depth - the participant can wander in any
direction until they hit the walls of the lagoon or the coral
features
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jumping
or at least going off a drop off to sink into the distance fogging
until hitting bottom at slow water speed
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non
of the man-made features are accessible each shareware release
will include the planned development such as promising the opening
up some of these features for exploration or the connection of
other terrains etc.
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on
the land side is a giant
window - the diver can see into an area with stair-case
and viewing balconies
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near
the reef window is a suspended glass and metal tube emerging from
the lagoon wall and crossing the length of the lagoon to OMEN
island at the reef wall - tube is flat on bottom side and as
curved as possible with plate glass and metal reinforcement design
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in
the middle of the lagoon is a glass dome - participant can see
stairs descending down inside this viewing dome
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on
the reef wall a huge closed metal door - large enough for the
Nautilus to leave the lagoon
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at
the highest point in middle lagoon is a statue carved of coral -
chained version of a woman used as the "free" statue
overlooking the grave site at the Nautilus
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This
terrain is different from the others as the attraction is
exploration of a 3D jungle of coral with animated models of
sea-life not a linear exploration of human structures
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a
waterfall onto lagoon that gets louder as you approach!
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have
a sunken flooded broken mini-sub just like small sub in the inner
reef ( this gives rational to the OMEN island and its sub
connects)
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need
cool statues half in and out of water with tides - such as a woman
and man arching back to touch hands in a bridge so most of the
torso from waist up is horizontal and almost all above water -
symbolic
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lagoon
is closed in - a huge metal door (closed and sized to the
Nautilus) in the side of an underwater cliff is the excuse for the
Nautilus to be in the lagoon
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on
one end is the cliff/underwater plate
glass window (rivets and plate glass) and at the other
is OMEN
island - neither can be penetrated - lots of lighting
effects
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a
transparent walk tube with supports goes from near the reef window
and connects into OMEN island - any detail true to the design
document that will excite the imaginations - inaccessible
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underwater
viewing room - rivets and plate glass - inaccessible - visible
stairs going down - inaccessible
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make
a huge coral head with a cave system running on top of the sand!!
use it to connect down to lower terrace - the only way
upward if user jumped off cliff or tube and wants to see the
bubble enclosure! make caves with lots of pillars and make the
lagoon less tropical possibly depending on
how hard it is to coral or mix rock and coral or just
rock-lava - make upper entrance to entrance
on top of the coral head and make that a vertical maze
too!!
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Caves
within the coral heads are smaller & not much height – more
like worm tubes – with a creature moving away that fills up the
tube – give um spiral shapes for fluid touch in a fluid
environment
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Complex
geometry coral that is boxed in by collision walls to reduce
collision calcs
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white
coral carved (meaning the stone was taken from an ancient
reef/land) underwater statue of slavery - female -
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Use
sand terrain as bottom of coral head tubes mixed with some coral
as floor
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Tube
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From
the manmade tube need to be able to see a 2D animation of the
bubble column of the gas vent – at least the top half since it
is reflecting sunlight – cool wavering effects – good
curiosity spur
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make
it so can get on top of tube to see all and path from the top and
be able to see OMEN island up close!
do this by having tube go through a coral!!
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Atlantis
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Save
the super huge columns for Atlantis (or in lagoon in earlier
versions) and keep the structures square and in ruins so they
contrast with euro subconscious
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Bury
Atlantis in coral and sand and lava
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Gas Vent
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This
is effectively like a giant bubble column in a fish tank making
the water move and oxygenate in this semi-closed lagoon
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Only
way to access the deep end where the Nautilus is and the only way
to land atop the suspended walkway to access OMEN island
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Use
the vent of gas in lagoon in deep end as an elevator ride and
used to drop down on sub – need lots of water rush
sound effects and sudden acceleration /deceleration into and out
of bubble column– use 3 particle emitters with larger bubbles
going up faster and a dense tight flow upward goes very fast and
spreads a little as it climbs with all the air – slows as it
climbs (pressure) and then user is jostled side to side more as
climbs and twisted around & maybe topsy turvy
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To
land on sub after bubble ride – I need an intermittent light as
guide to the sub
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–
falling into crack and then landing in the sub area (make this the
default landing area unless the user does heavy steering) after
the bubble ride disorients the user so don’t’ know where at
– giving more sense of exploration later – and later trying to
find the same way down that they use to climb out of area
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Gas
vent is in a long crack – so if you fall into it sucks you to
the middle and up the bubble ride – see mysterious lights deep
in crack while being sucked to the bubbles
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