The movement of prims within a virtual world is appropriate in many situations such as for show (i.e. parades) or as a form of transportation (i.e. trains) as well as entertaining avatars (i.e. amusement rides). Vehicle-Move System from Kerhop’s Innovations allows you to specify a starting location, smooth travel along a path, and the ending location of a prim with minimal editing of a notecard all without causing sim lag due to physics. Working examples of a parade, train, and amusement ride are all included for your review in preparation for your own creations. Now, with version two you can also create and sell your own attractions! All scripts are no-modify, but they are yes-copy/yes-trans (with restrictions).
What’s New in Version 2.0
1) Create and Sell your own parades, transportation systems, or amusement rides. 2) Improved optimization of scripts means there is now minimal delay in between segments. 3) Enforces via script that creator of vehicle must be same avatar as movement programmer. 4) Removed implementation of showstartcircuit(), showfactorvars(), and showcurrentposrot()
The factors that affect whether a visiting avatar spends money in a small shop versus a large store is similar in some aspects within virtual worlds, but also different in other ways when compared to the real world. One example of differences is the price paid for a product. Unlike the real world, large stores do not have the advantage of purchasing products in volume in which the lower price can be passed onto consumers because copyable items (or items sold through an affiliate vendor) has a near non-exist cost associated with them once the initial product is created.
However, the similarities between virtual and real world retail locations does include the square footage advantages as well as increased prim allowances which can result in a wide product offering as well as demonstration products that are rezzed more often than not. Large stores with their expansive space means that products are more likely to be sold via individual product vendors rather than a vendor with navigation arrows used to browse products like a catalog. Having more products visible at a time can also psychologically increase the chances of impulse shopping which can only benefit the bottom line.
Larger parcels also allows demonstration models to be either permanently or semi-permanantly rezzed so that the visitor can interact with and inspect the product instead of just looking at pictures or watching a video. Even though more prims are available, permanantly rezzed items tend to be the less-prim items and more of them while the semi- permanantly items will have a space set aside for them to be made available via a temporary rezzer that does not count against the static prim allotment.
If the goal is to get the attention of avatars whether it be signs, products, or some other attraction then such items should be rezzed at eye level. In the real world many retail stores will place merchandise at just before or at eye level, however in virtual worlds the most common eye levels are actually the avatar’s should up about two meters above the avatar’s head (sometimes referred to as camera angle and position). This is why, unlike in real life stores, many in-world stores stack items from the floor all the way to the ceiling.
However, as with any marketing methods there are always exceptions to the rule. When an avatar is in a seated position their camera position will be closer to the floor. This is also true for some of the smaller avatars in virtual worlds which is similar to real life stores who will place items such as toys and cartoon cereal boxes closer to the ground so that those products are at eye level with kids. Depending on the circumstances, an avatar in a seated position might also be in mouse-look view in which case the camera position and angle is from the front of the avatars eyes just like in real life. Shoppers tend to scan merchandise in the same method as they read a book (i.e. left-to-right such as in the western hemisphere) and will usually find the most expensive items at eye level which the lesser expensive or generic brands are located on the very top shelf or close to the floor.
The visual impact of wall decorations such as art, paintings, and photographs should also be located at eye level even if the room has a high ceiling. When rezzing such items keep in mind that the size of the artwork should be proportional to the space. Small pictures should not be placed on large empty walls and huge paintings should not be located on small walls. When there are several small decorations to be rezzed in an area they need to be clustered together with a common theme in order to fill up the space.