NuCitra Brainstorming Thread - Project Six: Blue Skies, E Tickets

Pi on my Cake

Well-Known Member
In the Parks
Yes
So, with the Shanghai tech we have full control over speed of the boats (up to certain speeds at least, can't turn into a rollercoaster. We also have full control of direction it moves in, but not quick spins. Essentially the front and back of the boat are able to split into different tracks. But the connections aren't rigid, so the boat still feels like a boat floating. We can move sideways, foward, backward, turning, a wobbly curvy path. A boat with nearly as much freedom as a trackless ride system.

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This basic design could easily be scaled up if we wanted larger boats or scaled down if we want a more intimate, personal experience. But keeping the same size gives us more options for speeds. Like I said, the boats can move in any direction we want. Meaning showscenes like this are possible (great set up for an extend transformation followed by being pushed backwards?) where we can move around a point while focused forward at it.
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The movement is controlled by magnets. Which is what gives us such great control. Also, gives it the ability to easily and totally lock into place. Meaning it would be possible to dock and lock.

Perhaps lock onto a motion base moving along a track that would allow us to simulate rough rapids perhaps? Maybe rapids caused by a landslide which could be simulated with a wall that was mostly a large projection screen coupled with a few practical rock effects and some splashing water jets to make it seem like things are landing in the water (even if our boats aren't actually in the water at this time since they're docked and locked on a moving motion base).

Another Dock and Lock possible application is creative lifts. Hills and elevators are cool. But if our boat is locked into place it can be moved along a track or by a mechanical arm for motion while lifting such as this. A really unique rapid lift and turn movement. Though I can't think of how that could be incorporated into our story/setting.

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A simplified version of the stuntronic (probably Spiderman) could be employed here. Having a physical animatronic Wendigo figure leaping above our heads as it stalks us.

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Disney also not too long ago (2018) filed a patent for technology to sense people's moods as they ride and change what happens based on that. Through heart rate, facial expressions, breathing, and more. Then change the ride based on that. We have a pretty dark ride. We could avoid the Alien Encounter issue by implementing this technology. The ride senses too much fear, some effects in the second half are toned down. Too bored? Let's add some extra growls and a jumpscare! Confused? Let's add some extra narration explaining the consuming nature of greed and how it destroys and created the monster giving more context for what is happening in what is kind of an esoteric ride concept. Of course, this kind of tech works better with smaller ride vehicles. So, how extensively this is used depends on how many people are in the ride vehicle. More than about 6 people and it would need to be kept to subtle changes for crying children and not much else.

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goofyyukyuk

Well-Known Member
So thinking more on the queue and the technicalities of fitting the attraction into Liberty Square, and I had a couple questions for the people working specifically on ride design and story.
1. I was thinking that the queue could end by entering the lodge of our central character, which functions like the queue for Expedition Everest, and the loading area would be an extension of the lodge. I just wanted to make sure that fit with the story.
2. Based on the lodge, are there any specific cryptids that we want to make a cameo, or is that just at my discretion, and I’ll clarify what is respectful to depict?
3. How large of a show building is being anticipated (just an estimate, even relative to other attractions in the area is fine), and is the attraction entirely contained within the building without going outside?

I may have more questions later, just wanted to ask these so I can really get going!
 

PerGron

Well-Known Member
1. I was thinking that the queue could end by entering the lodge of our central character, which functions like the queue for Expedition Everest, and the loading area would be an extension of the lodge. I just wanted to make sure that fit with the story.
2. Based on the lodge, are there any specific cryptids that we want to make a cameo, or is that just at my discretion, and I’ll clarify what is respectful to depict?
3. How large of a show building is being anticipated (just an estimate, even relative to other attractions in the area is fine), and is the attraction entirely contained within the building without going outside?

1. I love it. Maybe have the start of the queue winding through a forest and we can include cryptid references here.

2. I think we should stick to cryptids featured in Algonquin legends. There are some super good ones like pukwudgie, deer woman, and (of course) some variation of Sasquatch. I give you full permission to seek out more Algonquin legendary creatures as many as you’d like.

3. I think it’d be neat to start the ride outside and transition inside as if entering a forest from a lodge or trading post
 

JokersWild

Well-Known Member
I’d love to have the ride start outside. One of the things I was thinking of when we were developing the more generic cryptids attraction was to have a downed log push the stream into a cave that would lead deeper into the forest/ the show building.
 

JokersWild

Well-Known Member
I also need a scene outline finished by the end of the day so I can work on the soundscape tomorrow. I’m not entirely sure how you guys want this to flow so I’ll just work off of whatever you throw at me (with input of course ;))
 

goofyyukyuk

Well-Known Member
1. I love it. Maybe have the start of the queue winding through a forest and we can include cryptid references here.

2. I think we should stick to cryptids featured in Algonquin legends. There are some super good ones like pukwudgie, deer woman, and (of course) some variation of Sasquatch. I give you full permission to seek out more Algonquin legendary creatures as many as you’d like.

3. I think it’d be neat to start the ride outside and transition inside as if entering a forest from a lodge or trading post
I already started drawings of the queue going through a forest hahaha! So the loading area is in the lodge, and then the attraction goes outside before coming back in?
 

goofyyukyuk

Well-Known Member
I’m planning on doing a “walkthrough” of the queue by setting up my queue drawings and moving a camera through them from the viewpoint of the guest, just so everybody knows in case that affects the presentation at all?
 

PerGron

Well-Known Member
Alright let’s get a basic ride outline going for Joker and also so Nigel and I have something to go off of.

I think we start outside after leaving the trapper’s cabin queue. We follow the stream through some pleasant woodland scenery. Here we could have animatronic animals like deer, moose, Turkey, bear, wolves, etc. looking on as we pass.

As we pass down the river, the trees become thinner and we see stumps and wreckage from when loggers destroyed the forest.

We enter into our show building (themed to entering another forest) and pass by an Algonquin village and see them gathered around a fire. The leader wears a stag hood and speaks in their native language (we could choose any of the Specific tribes for this part), but there is a white man amongst them: our trapper.

As we pass, the native language changes to English as we gather that should a man engage in greed and be consumed with his desires, he too will be consumed by a Wendigo, cursed with an insatiable appetite for all eternity.

Our next segment would show our trapper with a stack of ambiguous pelts (beaver, but we don’t want to make it too gruesome for Disney so it’d just be fur), but we also see a white stag in the bushes. Our hunter raises his gun and aims it at the deer. We hear the gunshot and from behind us, we hear the horrible screaming of our hunter as he is consumed by the eternal curse.

We then pass through a darker part of the forest where we hear a baby crying (a key part of the Wendigo myth is it’s ability to mimic voices to lure their prey in) and our boat heads toward the sound. The room gets frigid cold (another Wendigo myth is that it brings with it a bitter cold wind wherever it goes. It also smells of rotting flesh but I don’t think it’s insensitive to leave that part out for the sake of our guests noses).

We round a corner and we hear the trapper’s voice calling for help, yet when we encounter the noise, we see it, an animatronic of the Wendigo. Personally I want to go with the more iconic look of a 8’ tall humanoid body so skinny it’s ribs are visible with Patchy fur skin stretched tightly over it, with incredibly long and thin fingers, plus the head of a stag’s skull with large antlers. It can scream hellishly at us, and the ride picks up speed.

(Im not sure what visuals to use for a chase sequence like this, so maybe someone else could cover it, but essentially you’d hear distorted voices, shrieks, and cries as footsteps)

Finally, we reach the climax where we’re trapped. Our boat turns around to face the animatronic Wendigo as it closes in, our fates sealed. However, at the last second, the Algonquin chief appears and uses his spirituality to defeat the Wendigo, pulling the trapper and banishing the cursed spirit away (in some myths you are able to free the person from the curse by use of the chief’s spirt connections and magic. Others you must kill it, but I like the Don Bluth approach of you can make something as scary or dark as you want so long as it has a happy resolution, and since this is an accurate part of some myths, I think it’s the best way to end the chase.)

We would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.

This is my idea for a ride at least, i’m open to any and all tweaks, I mainly just focused on making the legends accurate and respectful, so some of the ride itself can be changed around.
 

NigelChanning

Well-Known Member
Alright let’s get a basic ride outline going for Joker and also so Nigel and I have something to go off of.

I think we start outside after leaving the trapper’s cabin queue. We follow the stream through some pleasant woodland scenery. Here we could have animatronic animals like deer, moose, Turkey, bear, wolves, etc. looking on as we pass.

As we pass down the river, the trees become thinner and we see stumps and wreckage from when loggers destroyed the forest.

We enter into our show building (themed to entering another forest) and pass by an Algonquin village and see them gathered around a fire. The leader wears a stag hood and speaks in their native language (we could choose any of the Specific tribes for this part), but there is a white man amongst them: our trapper.

As we pass, the native language changes to English as we gather that should a man engage in greed and be consumed with his desires, he too will be consumed by a Wendigo, cursed with an insatiable appetite for all eternity.

Our next segment would show our trapper with a stack of ambiguous pelts (beaver, but we don’t want to make it too gruesome for Disney so it’d just be fur), but we also see a white stag in the bushes. Our hunter raises his gun and aims it at the deer. We hear the gunshot and from behind us, we hear the horrible screaming of our hunter as he is consumed by the eternal curse.

We then pass through a darker part of the forest where we hear a baby crying (a key part of the Wendigo myth is it’s ability to mimic voices to lure their prey in) and our boat heads toward the sound. The room gets frigid cold (another Wendigo myth is that it brings with it a bitter cold wind wherever it goes. It also smells of rotting flesh but I don’t think it’s insensitive to leave that part out for the sake of our guests noses).

We round a corner and we hear the trapper’s voice calling for help, yet when we encounter the noise, we see it, an animatronic of the Wendigo. Personally I want to go with the more iconic look of a 8’ tall humanoid body so skinny it’s ribs are visible with Patchy fur skin stretched tightly over it, with incredibly long and thin fingers, plus the head of a stag’s skull with large antlers. It can scream hellishly at us, and the ride picks up speed.

(Im not sure what visuals to use for a chase sequence like this, so maybe someone else could cover it, but essentially you’d hear distorted voices, shrieks, and cries as footsteps)

Finally, we reach the climax where we’re trapped. Our boat turns around to face the animatronic Wendigo as it closes in, our fates sealed. However, at the last second, the Algonquin chief appears and uses his spirituality to defeat the Wendigo, pulling the trapper and banishing the cursed spirit away (in some myths you are able to free the person from the curse by use of the chief’s spirt connections and magic. Others you must kill it, but I like the Don Bluth approach of you can make something as scary or dark as you want so long as it has a happy resolution, and since this is an accurate part of some myths, I think it’s the best way to end the chase.)

We would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.

This is my idea for a ride at least, i’m open to any and all tweaks, I mainly just focused on making the legends accurate and respectful, so some of the ride itself can be changed around.
Maybe once we come across the Wendigo for the first time, we travel backwards at a high speed to get away? That may be too similar to Maelstrom though
 

PerGron

Well-Known Member
What if instead of a gift shop, guests exited into an exhibit about the mythology/ culture of the Algonquian peoples and their relationship with Colonial America?
That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.

Maybe we could make it optional (but highly encouraged) like the aquariums at the exit of a few rides at SeaWorld.
 

JokersWild

Well-Known Member
That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.

Maybe we could make it optional (but highly encouraged) like the aquariums at the exit of a few rides at SeaWorld.
I think that's a great compromise. MK has enough gift shops anyway. And I don't think that we'd need to have too much detail to get the point of the exhibit across, so it shouldn't be too terrible to write.
 

Pi on my Cake

Well-Known Member
In the Parks
Yes
I’m planning on doing a “walkthrough” of the queue by setting up my queue drawings and moving a camera through them from the viewpoint of the guest, just so everybody knows in case that affects the presentation at all?
That sounds amazing!!

Alright let’s get a basic ride outline going for Joker and also so Nigel and I have something to go off of.

I think we start outside after leaving the trapper’s cabin queue. We follow the stream through some pleasant woodland scenery. Here we could have animatronic animals like deer, moose, Turkey, bear, wolves, etc. looking on as we pass.

As we pass down the river, the trees become thinner and we see stumps and wreckage from when loggers destroyed the forest.

We enter into our show building (themed to entering another forest) and pass by an Algonquin village and see them gathered around a fire. The leader wears a stag hood and speaks in their native language (we could choose any of the Specific tribes for this part), but there is a white man amongst them: our trapper.

As we pass, the native language changes to English as we gather that should a man engage in greed and be consumed with his desires, he too will be consumed by a Wendigo, cursed with an insatiable appetite for all eternity.

Our next segment would show our trapper with a stack of ambiguous pelts (beaver, but we don’t want to make it too gruesome for Disney so it’d just be fur), but we also see a white stag in the bushes. Our hunter raises his gun and aims it at the deer. We hear the gunshot and from behind us, we hear the horrible screaming of our hunter as he is consumed by the eternal curse.

We then pass through a darker part of the forest where we hear a baby crying (a key part of the Wendigo myth is it’s ability to mimic voices to lure their prey in) and our boat heads toward the sound. The room gets frigid cold (another Wendigo myth is that it brings with it a bitter cold wind wherever it goes. It also smells of rotting flesh but I don’t think it’s insensitive to leave that part out for the sake of our guests noses).

We round a corner and we hear the trapper’s voice calling for help, yet when we encounter the noise, we see it, an animatronic of the Wendigo. Personally I want to go with the more iconic look of a 8’ tall humanoid body so skinny it’s ribs are visible with Patchy fur skin stretched tightly over it, with incredibly long and thin fingers, plus the head of a stag’s skull with large antlers. It can scream hellishly at us, and the ride picks up speed.

(Im not sure what visuals to use for a chase sequence like this, so maybe someone else could cover it, but essentially you’d hear distorted voices, shrieks, and cries as footsteps)

Finally, we reach the climax where we’re trapped. Our boat turns around to face the animatronic Wendigo as it closes in, our fates sealed. However, at the last second, the Algonquin chief appears and uses his spirituality to defeat the Wendigo, pulling the trapper and banishing the cursed spirit away (in some myths you are able to free the person from the curse by use of the chief’s spirt connections and magic. Others you must kill it, but I like the Don Bluth approach of you can make something as scary or dark as you want so long as it has a happy resolution, and since this is an accurate part of some myths, I think it’s the best way to end the chase.)

We would then exit the forest and pass the village a final time with another warning about greed before debarking into the gift shop.

This is my idea for a ride at least, i’m open to any and all tweaks, I mainly just focused on making the legends accurate and respectful, so some of the ride itself can be changed around.

That sounds amazing!!!

That was my initial idea but I didn’t pitch it because I didn’t want anyone to be bored writing it/didn’t love the idea but if the team is down with it, I’d much prefer a museum-style walkthrough.

Maybe we could make it optional (but highly encouraged) like the aquariums at the exit of a few rides at SeaWorld.

Gift Shops at the exit are becoming more and more rare anyways. Some more colonial era America (including Native Americans and stuff loosely tied to the ride) merch can be sold at the other nearby stores. Perhaps a new market in the old Riverboat station if that got moved to near PatF. But we don't have to worry about those specifics.

Point it, a small exhibit/museum is perfect and an exit gift shop isn't needed anymore.
 

NigelChanning

Well-Known Member
Should there be a Private Message board for PerGron and I to further work on the story? I feel like I need to stay busy with this project and I definitely want to give it my all
 
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