{"id":987,"date":"2016-10-05T15:10:09","date_gmt":"2016-10-05T15:10:09","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?p=987"},"modified":"2016-10-05T19:50:42","modified_gmt":"2016-10-05T19:50:42","slug":"weathered","status":"publish","type":"post","link":"http:\/\/mycours.es\/gamedesign2016\/2016\/10\/05\/weathered\/","title":{"rendered":"Weathered"},"content":{"rendered":"<p>I want to create an environment that adjusts based on light sensitivity, with the intent of simulating the feelings associated with seasonal affective disorder. The analog input would be a light sensor of some sort, a simple example that comes to mind is a photocell.<\/p>\n<p>The scene would start out with a very bright, sunny day, in a peaceful outdoor scene with a calming atmosphere. As less light is detected, the scene will slowly become more tumultuous and stormy and transition indoors to an empty room, fading to black when the sensor reads no light.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-989\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field-300x161.png\" alt=\"flower-field\" width=\"300\" height=\"161\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field-300x161.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field-768x413.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field-1024x550.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field-1200x645.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/flower-field.png 1280w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-990\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow-300x169.png\" alt=\"peaceful-meadow\" width=\"300\" height=\"169\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow-300x169.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow-768x432.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow-1024x576.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow-1200x675.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/peaceful-meadow.png 1280w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-993\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/cloudy-day-300x200.jpg\" alt=\"cloudy-day\" width=\"300\" height=\"200\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/cloudy-day-300x200.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/cloudy-day-768x512.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/cloudy-day.jpg 1024w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-992\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom-300x200.jpg\" alt=\"lonely-bedroom\" width=\"300\" height=\"200\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom-300x200.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom-768x512.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom-1024x683.jpg 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom-1200x800.jpg 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/10\/lonely-bedroom.jpg 1728w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I want to create an environment that adjusts based on light sensitivity, with the intent of simulating the feelings associated with seasonal affective disorder. The analog input would be a light sensor of some sort, a simple example that comes to mind is a photocell. The scene would start out with a very bright, sunny &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2016\/2016\/10\/05\/weathered\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Weathered&#8221;<\/span><\/a><\/p>\n","protected":false},"author":96,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-987","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/987","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/96"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=987"}],"version-history":[{"count":3,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/987\/revisions"}],"predecessor-version":[{"id":995,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/987\/revisions\/995"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=987"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/categories?post=987"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/tags?post=987"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}