# TWA. Orangery Scene Doc > [!NOTE] Orangery Scene (Toy Worlds Atlas) > When the player completes a colouring page, the coloured creature crawls into the Orangery. Each resulting colouring combination holds an individual preference formed by the player's personality. In the Orangery, players' decisions interact with each other. As a collection of subjective perspectives, "Orangery" refers to Dennett's "phenomenological garden" -- the garden of ideas, beliefs, qualia, and other mind contents. > > *Related*: [[DESIGNS/ToyWorldsAtlas/TWA_Orangery-Interactions_Doc|TWA_Orangery-Interactions_Doc]] > > ![[DESIGNS/ToyWorldsAtlas/Gameplay/Orangery/Orangery3_Gif.gif]] ## UI: Visual poetry Greenery at the bottom of the screen consists of "lore": quotes from [[DESIGNS/ToyWorldsAtlas/TWA_ Conceptual Reference|Dennett]]. When the player presses a bug, the name of the bug appears on leaves, and the date of creation appears on the branch (Controlled from Atlas_InOrangery.cs). **Grass** >"While there are zoologists, there are no phenomenologists: uncontroversial experts on the nature of the things that swim in the stream of consciousness. But we can follow recent practice and adopt the term <...> as the generic term for the various items in conscious experience that have to be explained. So let’s take a brief tour of the phenomenological garden <…> Our phenom is divided into three parts: (1) experience of the 'external' world, such as sights, sounds, smells, slippery and scratchy feelings, feelings of heat and cold, and of the position of our limbs; 2) experience of the purely 'internal' world, such as fantasy images, the inner sights and sounds of daydreaming and talking to yourself, recollections, bright ideas, and sudden hunches; (3) and experience of emotion or “affect” (to use the awkward term favored by psychologists), ranging from bodily pains, tickles, and 'sensations' of hunger and thirst, through intermediate emotional storms of anger, joy, hatred, embarrassment, lust, astonishment, to the least corporeal visitations of pride, anxiety, regret, ironic detachment, rue, awe, icy calm" (Dennett D. (1991) "Consciousness Explained", p. 44 - 45) > "These examples of phenomenology, for all their diversity, seem to have two important features in common. On the one hand, they are our most intimate acquaintances; there is nothing we could know any better than the items of our personal phenomenologies -- or so it seems. On the other hand, they are defiantly inaccessible to materialistic science; nothing could be less like an electron, or a molecule, or a neuron, than the way the sunset look to me now -- or so it seems. Philosophers have duly impressed by both features, and have found many different ways of emphasizing what is problematic. For some, the great puzzle is the special intimacy: How can we be incorrigible or have privileged access or directly apprehend these items? What is the difference between our epistemic relations to our phenomenology and our epistemic relations to the objects in the external world? For others, the great puzzle concerns the unusual 'intrinsic qualities' -- or to use the Latin word, the qualia -- of our phenomenology: How could anything composed of material particles be the fun that I'm having, or have the 'ultimate homogenity' of the pink ice cube I am now imagining, or matter the way my pain does to me?" (Dennett D. (1991) "Consciousness Explained", p. 65) ## Iterations | Version | Gif | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | | *Version 1* | ![[DESIGNS/ToyWorldsAtlas/Gameplay/Orangery/Orangery2_Gif.gif]] | | *Version 2*<br><br>- Changed the direction of automatic movement to make Orangery look less busy.<br>- Added a replay button that appears when a creature is pressed<br>- If the Orangery scene has more than 20 creatures, older ones get hidden. The player can iterate through sets of 20 creatures when they press "T" and "Y" | ![[DESIGNS/ToyWorldsAtlas/Gameplay/Orangery/Orangery3_Gif.gif]] | ## Palettes *Petals*: FE6F4B *Circle*: a21479 *Blue tint*: 4BAFFF Darker blue: 1E5A8A *Light-coloured leaf*: 5FAF63 *Dark-coloured leaf*: 3C7A4A ## Idea backlog - [ ] As an alternative: CSVs for Jsons - CSVs use Linq. But they are heavier. - [ ] A separate scene for each creature with a custom background - [ ] **Elaborate movement calculation**: There is a list of atlases' vectors. We divide it by the number of elements in the list and calculates their relative position so they don't collide --> then there's a random variable that randomly turns the anti-collision algorithm off so they collide sometimes and produce effects - If the player clicks on an open space, they run away from there - Follow the player's cursor - [ ] Additional 2D orangery assets ([[IBU/GAME DESIGN/Toy Worlds Atlas#Ideas Backlog|TWA_GDD]]): - [ ] See. [[GSc_MANUAL/Dennett_colorant/IntuitionPumps/24.SevenSecrets/114_zeroingOut.jpg]] - [ ] See. [[GSc_MANUAL/Dennett_colorant/IntuitionPumps/24.SevenSecrets/123.jpg]] - [ ] Comp. [[GSc_MANUAL/Chalmers_colorant/Constructing_World2012/0__блаженныеОстрова.Chalmers.jpeg|блаженные острова exLibris]] - [ ] Assets sway ## Reference **Aquarium** ![Aq](https://i.pinimg.com/originals/53/d8/3b/53d83b6a60385e07db8531cbcfd3bd5d.gif) **Scholastic Hooligan Design** ![[GSc_MANUAL/Chalmers_colorant/Constructing_World2012/ExLibris.jpg]] *** ![[IBU/APPENDIX/atlas.ibu]]