# 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