Cetus & Melvine
Hey Cetus, have you ever thought about how those old adventure games with giant sea ruins and mysterious tech kinda feel like a mashup of ocean biology and alien design? I love looping those cutscenes into holograms, and I’d love to hear what real deep‑sea patterns might have inspired them.
Yeah, those games feel like a deep‑sea dream. In the ocean, you see bioluminescent reefs that shift colors like living murals, and some cephalopods can change texture to blend in, almost like they’re using tech to hide. Those patterns—self‑similarity, fractal branching, and the way pressure shapes shells—seem to echo alien architecture in those game ruins. It’s like the designers borrowed the math of the abyss and wrapped it in a story of lost tech. So next time you loop a cutscene, imagine the echo of a hydrothermal vent, its mineral lattices acting like ancient circuitry, humming under the waves.
Wow, that’s wild. I can already picture a cutscene looping with the glow of a vent, the metallic lattice shifting like a hologram. Just make sure you keep that palette bright enough to feel like a neon reef, not a muted deep‑sea black. Maybe add a little flicker to mimic the bioluminescence—makes it feel alive, not just polished. Happy looping!
Glad it vibes. I’ll keep the colors punchy, add a gentle flicker so it feels like real bioluminescent waves, and let the lattice ripple just enough to suggest unseen currents beneath. Happy looping!