# a vooristic trip back to aeon by orihaus this time as a procedurally generated 'neuropink' mood engine or 'abstract encounter' the near future dystopian minature megacity feel of aeon // video here a list of image tweaks used in gimp for some of the screenshots **+** color curves (brightness) **+** focus blur **+** "aurora" + lighten layer **+** biss sharpen **+** film emulation "polaroid 690 warm" **+** tone preset "expired 69" **+** unsharp mask **+** smooth (anisotropic) **+** chromatic abberration // images here play system elements for aeon shard 0. procedurally generated landscape - different every time you play 1. as this is an abstract encounter each and every element of aeon shard (architectural elements light color etc.) is a inter-dependent module dynamically affected by those it hooks up to; a limited yet active self winding system / engine under its own power. cut a power line here hook up a generator there affect something else on another part of the map 2. since this play space would be entirely open source and completely modular it actively encourages multiple garme types - walking simulator puzzle fps multiplayer survival horror etc 2. sentinel for the atari st // video here 3. archipelagos for the amiga 500 // video here 3. a fully destructible environment 4. jump pads teleportals force fields turrets surveillance infra red vision mode occasional sky zombies - some partially smashing apart on impact 5. hardcore cyberpunk drum and bass / dark ambient aeon shard 4k desktop wallpaper // images here // republic of bob