These works, many incomplete, attempted to realize things which could not be captured in physical reality.
Many game developers have at least one "dream game," one which they cannot create in a meaningful way with their current resources. Never the less, they regularly design, plan, play, and resolve the masterwork in their head. Ethernity is one of mine.
I have twice so far tackled Ethernity. The first was a crude, multi-window, puzzle game. I created the loom for this. Not using a game engine was fun but created too many obstacles. The multi windows exploded the prespectives instead of the usual layering in video games. The perspective of the player, the virtual character, and the system were expressed.
A second attempt at creating a spiral world used the Love engin. Here, Ethernity is a playable narrative. All the language is displayed with a custom gibberish font. The letters do not correspond in any way to the expressed character. The engine didn't allow for multiple windows so the perspectives partially collapsed. This version can be played on windows computers: download.
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And then there is slice. What started as a challenging programming task - creating code that would bisect any 3D object with a plane at any angle - became a bit fun and surreal on its own. The flawed programmed spawned the "donut/bagel problem". Thinking about how the two torus foods are sliced, how does one understand the center of an object if it either has no mass at its center, or has more than one center.