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At the start of the game, each Gallery and Passageway is
populated with a few active Items. As the Visitor continues
to explore, get to the target Galleries and solve puzzles
(called Hands On Displays or HODs), more Items become active.
Therefore, every time a Visitor revisits a Gallery or Passageway,
he is likely to discover new Items. Galleries are more packed
with Items and Displays, activated by the Visitor. Passageways
are more sparse and the Items in them are simple displays
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This is an example of a Gallery. By the end of the
game it should be heavily populated with Items in every
direction. Notice that from the navigation view, the
image is in 2:1 widescreen format. |
This is an example
of a Passageway. Some Passageways may be similar, but
no two are alike.
The two icons at the top of the screen are not visible
until the cursor is placed over each area respectively.
In this instance, the current Passageway is on the second
floor. Clicking on the Exit icon allows you to quit and
save the game. Clicking on the FloorPlan icon takes you
to the FloorPlan strategy game and signifies the end of
your turn. |
When the cursor is moved to the upper right hand corner of
the screen, the FloorPlan icon appears which shows the current
floor of the Main Strategy Board. The Visitor position is
indicated by the red token. Clicking on the icon takes the Visitor
to the FloorPlan strategy game and ends the turn.
Visitor controls movement with the mouse and/or cursor keys,
left, right and forward. When an active Item is centered on
screen, the Item is highlighted. Perhaps it takes on a blue
glow as if lit by the Blue Angel.
In Navigation Mode, the Visitor experiences the museum from
1st person POV, traveling in a virtual 3D environment. Galleries
are well furnished and populated with a variety of Items,
especially after they become target Galleries. Doors on all
four walls indicate the available directions of entrance and
egress.
Passageways, are a bit more sparsely furnished, but they
also contain Items. They often more resemble hallways and
corridors more than they do Galleries. There are four doors
to any Passageway or Gallery, one on each wall. However some
of the doors will be closed and locked, depending upon these
conditions:
- The direction of travel allowed for that Space
- If there is a connecting passage beyond the door or not
- The shifting of the maze
Note: There will always be at least one door that is open
which is the one used to enter the Gallery. Note also that
although the Spaces on the FloorPlan are square, in POV mode
they are of any shape and size. In other words, the FloorPlan
is only an abstract, Euclidean representation of the actual
environment as seen from POV.
Clicking the Strategy Board icon returns the Visitor to Strategy
mode by summoning the FloorPlan Strategy Boad from the icon
in the corner to full 3D representation in the middle of the
current environment. This effectively ends that particular
turn of the Visitor.
The Visitor will often be lead into apparent sub-environments
(rooms or spaces within the Galleries) whether it be a life-size
Gallery or scale model, but he will not be allowed to navigate
through them. Getting in and out is automatic, just as with
any other Display. (Explanation: This rule is mostly a
development budget-saving consideration. Otherwise, there
could be a plethora of sub-environments requiring extra programming
for navigation and discovery, not to mention populating them
with Items and Displays. It's not much good to have an environment
unless there are things to see and do there, making it worth
visiting and re-visiting. For instance, the Visitor will learn
upon re-visitation of a Gallery that there are new Displays
that weren't there the last time. He would expect the same
from sub-environments if allowed to navigate.)
WATCH
"NAVIGATION" MOVIE
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