Greasing the Wheels
Posted on: June 6, 2006I have recurring series of dreams which're episodic in nature. I know this one where there's a doctor in a dark room who interviews me about what I've seen, what I've done… turns out (as was eventually revealed) he's an older version of a parallel Torley Sr.. He shows me snapshots—quickly—and asks me to describe what I remember, the memories triggered from each one. In a way, I view him as a father figure, but he's also menacing because he's cold, clinical, distant.
I don't know why he asks.
Reason why I'm mentioning this, is because it's the dreamscape equivalent to the flesh-and-blood me flipping through my Snapzilla collection. I come back to the same picture at different times, and have different words to describe it. Put them all together, and there's a cohesive story.
I visited Telador Isle (for the first time in a long time) recently. Such an exquisite place, really. Drawing its inspiration from Uru: Ages Beyond Myst, I was surprised to learn the main build was constructed in late' 04 and hasn't changed much since then. It certainly sets a high-quality standard and has aged well.
The stepping stones in the water have this remarkably seamlessly-repeating texture with a glossy, oystery quality. There are hanging lanterns which remind me of Chinese festivals of light I attended as a child, and the pathways have an organic but eminently livable feel. Much as I felt when playing the first Myst (the only one I've been through besides demos of Uru and Myst V), I wonder what it must've been like to live here.
Given my current form—which I'll explain more about in good time—I've been seeking locations with what I dub a SierraLucas factor, which is a catchall for "great adventure". You could take a picture at an oblique angle and render it as a still shot, whilst pixellated 2D characters USE chalice ON stream and GIVE mixed potion TO knight.
(That might be a fun, if time-consuming project: make a classic adventure game with the SCUMM engine, with graphics extrapolated from Second Life. Not entirely different from how Myst did it.)
You can tell a lot about someone by their work-in-progress. Another thing that harkens dear to me are the orange-and-white cones and barricades that I've seen on various builds-on-the-go, including Linden ones. I can't help but be reminded of the mid-90s, seeing all those under construction graphics.
My mind's been going through a weird shift in the last few days…
Seeing as how I should give thanks daily, my gracious appreciation goes to PetGirl Bergman, Troll Dougall, Aemilia Case, and Khashai Steinbeck for the following:
When I log in, I often get gifts like these, and they are the dearest things! I can't wait to have our new "inbox" aka Recent Items tab so I can organize myself even better to enjoy them.
luly Lulu sent me this "fang" headgear; I couldn't figure out what to do at first—so I went with the obvious and wore it. I soon got into all manner of playing with lights. Nothing says warm like clicking a checkbox, setting Falloff to 0, and Radius to 20!
The hoverbike on the far right's a prototype by Firefox Bancroft. For a moment there, I felt like I'd sprung right out of a widescreen anime presentation.
That's all in the past now. And I don't mean that in a bad way either…
but things change.
