first section breakdown
Posted by jeanne
for the past couple of days i’ve been doing a lot of work with my eyes shut, going thru the chapters in slow detail, with frequent reviews to make sure i had everything and that i wasn’t drifting off to sleep. this may sound like a trivial part of the work i’m doing, but i’m taking it very seriously. creativity is all about drifting around the edges of sleep until you get a tug on the line of your consciousness.
the work i’ve been doing with my eyes open hasn’t been a lot different. i’ve been going thru just the first section, the first seven chapters, marking things, moving things, ordering things but only by general subject. once i do that, the things that don’t belong in that chapter stick out, and it’s not a problem to move them out. and when i’m done with this simple task, the whole thing looks so much better. the whole thing seems like it’ll be manageable. miracles need to happen, but it feels like they will happen on schedule.
as i was arranging chapter 3 by subject – chapter 3 is where the boy and girl talk to kurt about actually making a computer game – i noticed that there were three main themes in that chapter. and as i continued to tackle the chapters one by one, i continued to discover mostly themes of three. i’ve been noticing repetitions of 3s and 7s all the way to this moment, and don’t suppose i’ll stop now. it’s what helps make it a fairy tale. i’ve got research to support it…
with the themes included, here are the first 7 chapters in short.
chapter 1, dragoncon 1, the vision.
gifts, lessons, obligation
this is the fairy tale, where the girl and boy go off and fight the evil angel to win a free world.
chapter 2, dragoncon 1, brainstorming the game.
levitation; lessons; videogame; news w/family; report
in this chapter the boy and girl share their vision, wow the audience, and explore what they need to do to fulfil their mission.
chapter 3, quantum programming.
quantum computer, quantum computer game, quantum training
the boy and girl go see kurt, who is building a quantum computer. they want his advice about creating a quantum videogame for instant enlightenment.
chapter 4, designing the game.
specs, ingame, work
the design team figure out what they want and how it’ll work, and then devote every waking moment to doing the things.
chapter 5, quantum kernel.
kernel, discussion, tablet
kurt creates the kernel in a fit of drug-induced genius, then sits down with the team to talk about consciousness. kurt hacks an interface for the kernel, and builds enough quantum tablets for the design team.
chapter 6, cre8y the game’s prototype level
tablet, work, peripherals, argument
the team gets their tablets and creates the game with only minimal effort. kurt knocks together player peripherals, and there is a snitty argument among team members.
chapter 7, testing begins on level 4 clouds
peripherals, playtesting, crappy results,
kurt introduces the game gear, the team tests their game and are disappointed with the results so far.
i’m about ready to start in on the next 7 chapters. i’m kind of tired right now, or i’d look them over before shutting down for the night, so i can meditate about them. but i know i’m not going to be spending much conscious time once i get back upstairs…