Room exists on the project for quirky retro sci-fi tech concepts like hovercars, saucer craft, power suits and programmed robotics among other inventions. Super materials based on graphene have been developed which enable the construction a very large and durable megastructures and other engineering projects. Besides atomics, the major economies of Gaia are hydrogen based and hydrogen-based fuels are replacing fossil fuels during the current era. These include atomic power, with nuclear fusion having become a reality and advances to the containment and safety of atomic reactors having enabled minimisation in the form of portable fusion cells and batteries. Other technologies have advanced far beyond our current real world levels in line with a retro sci-fi theme. Semi-conductors have not been developed, so there is no internet, no smartphones, and no social media. Computers are clunky machines normally powered by valve chips, a more efficient form of vacuum tubes while said vacuum tubes remain in use for a variety of electronic goods. Nothing more capable than a Gameboy or a Fallout-type Pipboy. One area lagging behind overall is computer miniaturisation which means this world lacks high power processing units which are portable. Technologically the worlds of the Saramora project are somewhat more advanced, having developed retro sci-fi equivalents of near future mid-late 21st century technologies, maybe more advanced even than that. Participants should assume a world through the lenses of a mid to late 20th century perspective. That is defined generally as retro-style science fiction with themes drawn mostly from the Cold War Era of the real world dating from the later 1940s to the mid 1980s. The overarching concept of the project is a feel of retrofuturism.
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