From Extropia
Welcome to Extropia's hotspot for design and creation! The Department of Architecture was formed to quite literally build the World of Tomorrow. Its director is Sinnyo Wirefly.
Engineering the World of Tomorrow.. Today!
We are responsible for all the physical (and sometimes aetheric) components of the State of Extropia. Be it the paths we tread, the beaches we bathe upon or the spires we follow into the cosmos, this ExtropiaNet document is the manual for that future!
We invite critique, suggestions and other such input on the discussion pages here, or at Extropia forum.
Useful Links
Contents
- Vision
- The 'World of Tomorrow' Concept (what is 'the future'?)
- What Extropia Provides
- Visitor Demographic (who's likely to visit?)
- Look and Feel (also sounds - the synaesthetic gamut)
- Resources (what do we have to work with?)
- World
- Getting Around
- Website Links (how does the world connect to the website, and vice versa?)
- Flow Map (where are the hotspots and teleport points from arrival?)
- Selling the Future (how do we sell land? How are vendors structured?)
- Setting
- Backstory
- Plot Elements (what tools do we have to tell this story?)
- In-World
- On the Web
- Prospective Storyline (where might Extropia go from here?)
- Characters (if any)
- Extropia Core
- Introduction
- Story & Plot (where does it fit in, and how do we communicate that?)
- Feature List
- Layout
- Maps
- Visual Themes
- Critical Path (where are the main nodes for exploration?)
- Interactions (which features offer a unique, interactive component?)
- Extropia Core Estates Map
- Some form of table-top game in the Nexus
- ...
- Attractions
- Introduction
- Extropia
- Introduction
- Story & Plot (where does it fit in, and how do we communicate that?)
- Feature List
- Layout
- Maps
- Visual Themes
- Critical Path (where are the main nodes for exploration?)
- Interactions (which features offer a unique, interactive component?)
- 7seas Fishing
- ...
- Attractions
- Introduction
- Extropia Odyssey
- Introduction
- Story & Plot (where does it fit in, and how do we communicate that?)
- Feature List
- Layout
- Maps
- Visual Themes
- Critical Path (where are the main nodes for exploration?)
- Interactions (which features offer a unique, interactive component?)
- Attractions
- Introduction
- Artificial Intelligence
- Guides
- Non-User Residents
- Art Bible
- Concept Art
- Video and Web media (e.g. films, non-Extropian web prims...)
- Music & SFX
- Textures
- Graphics
- Other Art Resources (where we can find inspiration)