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Pirate & Dinosaurs - Dragon head island page 1
My Christmas gift to all of you who follow me. If I did everything correctly, it will be released between December 17 and 20, 2025, before Christmas. This collage contains all the screenshots together, with the attraction statistics, but the images are too small and become blurry when enlarged, so I divided everything into multiple pages containing smaller, clearly visible screenshots.
I’ve finally completed a better version of “Pirate of the Lost World”, and it’s also a blueprint that can be placed in a player’s park, staying within the 8000 object limit. The original project had the serious flaw of being “too full”; I wanted to include all the Lore elements at once, without a plan or moderation. For this new project, I’ve exercised moderation, but I can still tell the lore of this world, this cinematic IP of Red Eye, piece by piece, island by island, like Sea of Thieves. The pirates' territory is an archipelago, divided into islands.
I’ve also given it a new name; let me introduce you to the fantasy pirate cinematic series “Pirates & Dinosaurs.” The name is obviously based on D&D and sounds better than “Pirates of the Lost World.” This attraction, specifically, is Pirates & Dinosaurs: Dragon Head Island.
Yes, this is the “Ride-Sona” project, and yes, this is my Ride-Sona, it’s my Sona if it were a theme park attraction. Everyone is good at having an animal as a Sona, a dinosaur, a dragon, a bunch of blue dogs as a fursona, the original species like Protogen, Avali, etc., then there are those with Aeromorph Sona, or other vehicle Sona.
I've gone further, I've created the first official "Ride-Sona"... unless you prove me wrong in the comments, revealing that someone thought of it before me. In that case, I didn't invent anything, and I’ll feel like an idiot.
It all connects to “Ride-Avatars”. Simply put, with the lore I’ve created for Red Eye, I’ve emphasized how their attractions and mascots are the result of living organisms, both human and animal, fused together by the bodily fluids of a Lovecraftian entity. The rides and structures are sentient, self-regenerating living organisms, and they could mutate and evolve. My PlaCo Sona is the mascot of Stive, the Spinosaurus from the Enchantia brand, who is also my alter ego, once human and then assimilated into the mascots of Red Eye.
When the project for the moving platforms, on which to build the attractions, failed, I thought of something else for potential Red Eye IPs. Also considering that Red Eye spies on the multiverse in search of ideas for its products. Then I thought: what if my Sona were to evolve, mutate into a living attraction? What if my Sona were an attraction? And what if my attractions had their own fursonas? Or if various famous attractions around the world had their own fursonas? Or if monuments had their own fursonas? These are the foundations of Ride-Sona and Ride-Avatars.
I’m still working on Ride-Avatars, it’s a WIP, and it will take time to create it, at least an Early Access version to release, even if not completely finished. For now, I present the DEMO version, Ride-Sona, which also has the potential to create a new Original Species, but we need to hear the audience’s feedback.
Ride-Sona is based on this question: if your Fursona or Furry OC were a building or structure, dedicated to entertainment and tourism, or even just an entertainment object, like a toy, what would it be and what would it look like? How would it work?
LORE (incomplete, basic version, only the DEMO of the full lore): Ride-Sonas are toys and objects (including video game consoles) at lower levels, while the higher levels are entire buildings, structures, monuments, and theme park attractions. In their universe, emotions have energy spectra, like the emotional spectrum from DC, with Green Lantern and Co. In this universe, the most powerful and energy-rich emotional spectrum is “entertainment”. There are alien gods, similar to dragons, part theme park rides and part animals, each linked to a theme and an element, aesthetically very colorful. Then, out of nowhere, a chaotic entity appeared, creating a new element: Chaos, intending to transform the entire universe into a Chaos-themed amusement park of horrors. To fight it and protect the universe, these gods divided and searched for inhabited planets across the universe, using their powers to imbue objects and buildings with the “power of entertainment.” And one of these gods arrived on Earth, bringing life and a soul to any object or structure charged with the energy of entertainment. So, toys (again, video game consoles included), stores, hotels, vehicles, stadiums, casinos, museums, monuments, including historical ones, but most of all theme park rides and attractions. All these new creatures, objects, and entertainment buildings can create avatars, and these avatars have powers. The avatars take on animal forms, mythical creatures, dinosaurs, varying from each other, some anthropomorphic and others feral, but all intelligent, able to speak and interact with humans. Their designs are inspired by Japanese monster collectors, especially Digimon. These avatars can fight each other, as in every monster collection worth its name, to level up and evolve, becoming bigger and more powerful attractions, especially the living toys, which want to evolve into true working rides. They need "trainers" to help them move around, as on their own, the avatars cannot stray too far from their original bodies.
The Red Eye Corporation spied on this universe and used the idea for their own Monster Collector video game IP. As I’ve already mentioned, this is a LORE demo, still WIP, and I will release an official version in the future, definitely not this year. In the meantime, create your prototype Ride-Sonas starting from this base.
Talking about the actual attraction: Dragon Head Island, since it is my Ride-Sona, meaning I, if I were a theme park attraction, must include my favorite themes: pirates, steampunk, dark fantasy, dragons, and dinosaurs.
I chose a simpler environmental storytelling, based on environmental objects, just to introduce the visitor to the lore of “Pirates & Dinosaurs.” There are references to the empire and the rivalry between it and the pirates, but without specifying, just to make the viewer understand that “There’s an evil empire in conflict with the pirates.” In this world, there are dinosaurs acting as animals, there are dragons, some wild and others civilized, there’s magic, there are the undead, there are tribes of Lizard Mans with a culture similar to Native American ones (inspired by the Lizard Mans from Warhammer), etc. … Initially, I thought about doing river rapids, but I already had something dedicated in mind, and I didn’t want to use the same type of attraction again, I wanted variety, so I chose the mega Water Coaster. The stats are terrible, but it’s the game that calculates these stats without human judgment, so I don’t take them too seriously, I prefer the judgment of the players.
The station and the queue start from the Pirate City on the island, and then you explore the wild environment outside the city. Since the entire setting takes place on an island, visitors access the site from a dock, as if they had just disembarked from a ship; even the outdoor benches resemble boats. In the exit area, I rebuilt the souvenir shop and the Italian restaurant from scratch, and actually, I think I even made them better, especially the restaurant. The circular area turned out better than I expected. I also handcrafted the statues myself, the dinosaur skeleton is a reusable prop, and the ships of the restaurant statue are connected to a rotating arm and spin in a loop.
The station is inside the city's tavern. The main drink in this universe is Drung, a parody of the classic and well-known Grogg from Monkey Island and Sea of Thieves. There are different types of Drung, all of them bizarre concoctions, potentially carcinogenic, with inedible and even poisonous ingredients.
There is a small dark ride section along the path, with three rooms I’ve called: Underwater, Naval Battle, and Ambush in the Jungle. Then there’s a coaster section that runs through a cavern full of fire crystals. I wanted to add runes, but the result didn’t convince me.
The highlight, however, is the enormous dragon head, the symbol of the island and from which it takes its name. And the best part is that it’s fully animated. There’s an in-game object, like a control panel, which is used to trigger animated sequences with animatronics and special effects; it’s used for shows, especially for the nighttime fireworks displays, but also for advanced animated sequences in dark rides. The giant dragon head is mounted on several mechanical arms for the custom animatronics, and inside it there are various special effects emitters, connected to different speakers scattered around the island. The head comes to life, its eyes light up, the head sways like a living animal that has just woken up and is still half asleep, the jaw opens and closes; inside it, there’s a small flamethrower that spits fire out of the mouth every time it opens. On either side of the head, there are two large animated ears that move along with the head, and then there’s the dragon’s roar, echoing multiple times across the island. The head seems inanimate, until it suddenly comes to life, and after a few roars, it shuts down and goes back to being still as it was originally.
The head was originally set to activate every four hours, but I never saw it activate, and I couldn’t understand if the game meant four real hours or in-game hours, and if it only worked when the time moved forward in-game. So I connected it to a Trigger of the attraction itself, right at the station's departure. When a boat passes over the Trigger, the entire sequence is programmed to start after 500 seconds. After activating and completing the entire animated sequence, it shuts off, and the Trigger resets. It works perfectly, and the Trigger activations do not overlap, avoiding any chaos.
The track is based on a real attraction from the Italian park Gardaland, where I spent much of my childhood. The original attraction is “Fuga da Atlantide,” which in English can be translated to “Escape from Atlantis,” set in a generic ruined Atlantis from Greek mythology. However, I took some creative liberties with the track layout; in the original attraction, there are no rotating platforms at the start of the first drop, and I extended the second drop by adding curves and a ride inside the mountain. To emphasize that I was inspired by Fuga da Atlantide, I tried to give the boats a “dragon’s face”; you can see it in a photo, I gave them threatening eyes and sharp teeth. I wanted to do a bit better, but I had exceeded the object limit.
With this, I believe I’ve said everything. We won’t meet again until next year, I don’t think directly in January, when I will finally reveal “Ride-Spirit,” or maybe I’ll finally publish that other writing project. Only time will tell. For sure, I’ll be on a break until the 6th, because it’s Epiphany. I also bought some games on Steam, and I have new games to play, including the Iron Harvest campaign (DLCs included) and Locomoto.
What is Epiphany? Let me teach you some more fun facts about Italian Christmas traditions: Here in Italy, I’m not sure if it’s the same in neighboring countries, we have a second "half Christmas" after New Year’s Eve, with a second kind of Santa Claus. You Americans have Santa Claus’s wife, Mrs. Claus, how cliché! Here in Italy, Santa’s wife is “La Befana,” which I’m not sure how to translate into English. The Befana is the female counterpart of Santa Claus, and I’d describe her as a “good Baba Yaga.” She is a typical witch, and follows all the typical traits of witches: an extremely old lady, with a large nose, often with a mole, a pointed hat, torn and patched clothes, and she flies on a broomstick. She also has the classic witchy laugh, but she is a kind and friendly witch who’s not scary. On Epiphany Day, she visits homes just like Santa, delivering coal to naughty children, while giving candies, but more often chocolate, to good children, and sometimes even small toys, like little cars. However, I think this part has been lost with the rise of smartphones and brain rot content. Epiphany is not a very popular holiday; few people consider it or are interested in it, but mainly, Epiphany is seen as "the closing of the Christmas season" in Italy.
Oh, and next year, during the Christmas season, come to Italy, to Alto Adige and Trentino! Here in Europe, we celebrate the Krampus. In Alto Adige, every year, there are several parades dedicated to Krampus, where numerous people in costume from almost all over Europe sign up for a contest to parade in Krampus costumes through the city streets. I know little about the exact date and the registration process, but feel free to look it up on Google, just search for the Krampus Parade in Alto Adige. This year’s event just ended. For example, I’m currently looking at the official website for more information. I was convinced the event lasted only one day in December, but no! There are several parades and events that even start as early as late October and go all the way until… February 14th? Really, I honestly didn’t know all of this, I thought it was just a one-day event.
Well, now you all know about these two Italian Christmas events, an extra Christmas gift for those who follow me. And with that, I wish you again a Merry Christmas and see you next year. Bye.
I’ve finally completed a better version of “Pirate of the Lost World”, and it’s also a blueprint that can be placed in a player’s park, staying within the 8000 object limit. The original project had the serious flaw of being “too full”; I wanted to include all the Lore elements at once, without a plan or moderation. For this new project, I’ve exercised moderation, but I can still tell the lore of this world, this cinematic IP of Red Eye, piece by piece, island by island, like Sea of Thieves. The pirates' territory is an archipelago, divided into islands.
I’ve also given it a new name; let me introduce you to the fantasy pirate cinematic series “Pirates & Dinosaurs.” The name is obviously based on D&D and sounds better than “Pirates of the Lost World.” This attraction, specifically, is Pirates & Dinosaurs: Dragon Head Island.
Yes, this is the “Ride-Sona” project, and yes, this is my Ride-Sona, it’s my Sona if it were a theme park attraction. Everyone is good at having an animal as a Sona, a dinosaur, a dragon, a bunch of blue dogs as a fursona, the original species like Protogen, Avali, etc., then there are those with Aeromorph Sona, or other vehicle Sona.
I've gone further, I've created the first official "Ride-Sona"... unless you prove me wrong in the comments, revealing that someone thought of it before me. In that case, I didn't invent anything, and I’ll feel like an idiot.
It all connects to “Ride-Avatars”. Simply put, with the lore I’ve created for Red Eye, I’ve emphasized how their attractions and mascots are the result of living organisms, both human and animal, fused together by the bodily fluids of a Lovecraftian entity. The rides and structures are sentient, self-regenerating living organisms, and they could mutate and evolve. My PlaCo Sona is the mascot of Stive, the Spinosaurus from the Enchantia brand, who is also my alter ego, once human and then assimilated into the mascots of Red Eye.
When the project for the moving platforms, on which to build the attractions, failed, I thought of something else for potential Red Eye IPs. Also considering that Red Eye spies on the multiverse in search of ideas for its products. Then I thought: what if my Sona were to evolve, mutate into a living attraction? What if my Sona were an attraction? And what if my attractions had their own fursonas? Or if various famous attractions around the world had their own fursonas? Or if monuments had their own fursonas? These are the foundations of Ride-Sona and Ride-Avatars.
I’m still working on Ride-Avatars, it’s a WIP, and it will take time to create it, at least an Early Access version to release, even if not completely finished. For now, I present the DEMO version, Ride-Sona, which also has the potential to create a new Original Species, but we need to hear the audience’s feedback.
Ride-Sona is based on this question: if your Fursona or Furry OC were a building or structure, dedicated to entertainment and tourism, or even just an entertainment object, like a toy, what would it be and what would it look like? How would it work?
LORE (incomplete, basic version, only the DEMO of the full lore): Ride-Sonas are toys and objects (including video game consoles) at lower levels, while the higher levels are entire buildings, structures, monuments, and theme park attractions. In their universe, emotions have energy spectra, like the emotional spectrum from DC, with Green Lantern and Co. In this universe, the most powerful and energy-rich emotional spectrum is “entertainment”. There are alien gods, similar to dragons, part theme park rides and part animals, each linked to a theme and an element, aesthetically very colorful. Then, out of nowhere, a chaotic entity appeared, creating a new element: Chaos, intending to transform the entire universe into a Chaos-themed amusement park of horrors. To fight it and protect the universe, these gods divided and searched for inhabited planets across the universe, using their powers to imbue objects and buildings with the “power of entertainment.” And one of these gods arrived on Earth, bringing life and a soul to any object or structure charged with the energy of entertainment. So, toys (again, video game consoles included), stores, hotels, vehicles, stadiums, casinos, museums, monuments, including historical ones, but most of all theme park rides and attractions. All these new creatures, objects, and entertainment buildings can create avatars, and these avatars have powers. The avatars take on animal forms, mythical creatures, dinosaurs, varying from each other, some anthropomorphic and others feral, but all intelligent, able to speak and interact with humans. Their designs are inspired by Japanese monster collectors, especially Digimon. These avatars can fight each other, as in every monster collection worth its name, to level up and evolve, becoming bigger and more powerful attractions, especially the living toys, which want to evolve into true working rides. They need "trainers" to help them move around, as on their own, the avatars cannot stray too far from their original bodies.
The Red Eye Corporation spied on this universe and used the idea for their own Monster Collector video game IP. As I’ve already mentioned, this is a LORE demo, still WIP, and I will release an official version in the future, definitely not this year. In the meantime, create your prototype Ride-Sonas starting from this base.
Talking about the actual attraction: Dragon Head Island, since it is my Ride-Sona, meaning I, if I were a theme park attraction, must include my favorite themes: pirates, steampunk, dark fantasy, dragons, and dinosaurs.
I chose a simpler environmental storytelling, based on environmental objects, just to introduce the visitor to the lore of “Pirates & Dinosaurs.” There are references to the empire and the rivalry between it and the pirates, but without specifying, just to make the viewer understand that “There’s an evil empire in conflict with the pirates.” In this world, there are dinosaurs acting as animals, there are dragons, some wild and others civilized, there’s magic, there are the undead, there are tribes of Lizard Mans with a culture similar to Native American ones (inspired by the Lizard Mans from Warhammer), etc. … Initially, I thought about doing river rapids, but I already had something dedicated in mind, and I didn’t want to use the same type of attraction again, I wanted variety, so I chose the mega Water Coaster. The stats are terrible, but it’s the game that calculates these stats without human judgment, so I don’t take them too seriously, I prefer the judgment of the players.
The station and the queue start from the Pirate City on the island, and then you explore the wild environment outside the city. Since the entire setting takes place on an island, visitors access the site from a dock, as if they had just disembarked from a ship; even the outdoor benches resemble boats. In the exit area, I rebuilt the souvenir shop and the Italian restaurant from scratch, and actually, I think I even made them better, especially the restaurant. The circular area turned out better than I expected. I also handcrafted the statues myself, the dinosaur skeleton is a reusable prop, and the ships of the restaurant statue are connected to a rotating arm and spin in a loop.
The station is inside the city's tavern. The main drink in this universe is Drung, a parody of the classic and well-known Grogg from Monkey Island and Sea of Thieves. There are different types of Drung, all of them bizarre concoctions, potentially carcinogenic, with inedible and even poisonous ingredients.
There is a small dark ride section along the path, with three rooms I’ve called: Underwater, Naval Battle, and Ambush in the Jungle. Then there’s a coaster section that runs through a cavern full of fire crystals. I wanted to add runes, but the result didn’t convince me.
The highlight, however, is the enormous dragon head, the symbol of the island and from which it takes its name. And the best part is that it’s fully animated. There’s an in-game object, like a control panel, which is used to trigger animated sequences with animatronics and special effects; it’s used for shows, especially for the nighttime fireworks displays, but also for advanced animated sequences in dark rides. The giant dragon head is mounted on several mechanical arms for the custom animatronics, and inside it there are various special effects emitters, connected to different speakers scattered around the island. The head comes to life, its eyes light up, the head sways like a living animal that has just woken up and is still half asleep, the jaw opens and closes; inside it, there’s a small flamethrower that spits fire out of the mouth every time it opens. On either side of the head, there are two large animated ears that move along with the head, and then there’s the dragon’s roar, echoing multiple times across the island. The head seems inanimate, until it suddenly comes to life, and after a few roars, it shuts down and goes back to being still as it was originally.
The head was originally set to activate every four hours, but I never saw it activate, and I couldn’t understand if the game meant four real hours or in-game hours, and if it only worked when the time moved forward in-game. So I connected it to a Trigger of the attraction itself, right at the station's departure. When a boat passes over the Trigger, the entire sequence is programmed to start after 500 seconds. After activating and completing the entire animated sequence, it shuts off, and the Trigger resets. It works perfectly, and the Trigger activations do not overlap, avoiding any chaos.
The track is based on a real attraction from the Italian park Gardaland, where I spent much of my childhood. The original attraction is “Fuga da Atlantide,” which in English can be translated to “Escape from Atlantis,” set in a generic ruined Atlantis from Greek mythology. However, I took some creative liberties with the track layout; in the original attraction, there are no rotating platforms at the start of the first drop, and I extended the second drop by adding curves and a ride inside the mountain. To emphasize that I was inspired by Fuga da Atlantide, I tried to give the boats a “dragon’s face”; you can see it in a photo, I gave them threatening eyes and sharp teeth. I wanted to do a bit better, but I had exceeded the object limit.
With this, I believe I’ve said everything. We won’t meet again until next year, I don’t think directly in January, when I will finally reveal “Ride-Spirit,” or maybe I’ll finally publish that other writing project. Only time will tell. For sure, I’ll be on a break until the 6th, because it’s Epiphany. I also bought some games on Steam, and I have new games to play, including the Iron Harvest campaign (DLCs included) and Locomoto.
What is Epiphany? Let me teach you some more fun facts about Italian Christmas traditions: Here in Italy, I’m not sure if it’s the same in neighboring countries, we have a second "half Christmas" after New Year’s Eve, with a second kind of Santa Claus. You Americans have Santa Claus’s wife, Mrs. Claus, how cliché! Here in Italy, Santa’s wife is “La Befana,” which I’m not sure how to translate into English. The Befana is the female counterpart of Santa Claus, and I’d describe her as a “good Baba Yaga.” She is a typical witch, and follows all the typical traits of witches: an extremely old lady, with a large nose, often with a mole, a pointed hat, torn and patched clothes, and she flies on a broomstick. She also has the classic witchy laugh, but she is a kind and friendly witch who’s not scary. On Epiphany Day, she visits homes just like Santa, delivering coal to naughty children, while giving candies, but more often chocolate, to good children, and sometimes even small toys, like little cars. However, I think this part has been lost with the rise of smartphones and brain rot content. Epiphany is not a very popular holiday; few people consider it or are interested in it, but mainly, Epiphany is seen as "the closing of the Christmas season" in Italy.
Oh, and next year, during the Christmas season, come to Italy, to Alto Adige and Trentino! Here in Europe, we celebrate the Krampus. In Alto Adige, every year, there are several parades dedicated to Krampus, where numerous people in costume from almost all over Europe sign up for a contest to parade in Krampus costumes through the city streets. I know little about the exact date and the registration process, but feel free to look it up on Google, just search for the Krampus Parade in Alto Adige. This year’s event just ended. For example, I’m currently looking at the official website for more information. I was convinced the event lasted only one day in December, but no! There are several parades and events that even start as early as late October and go all the way until… February 14th? Really, I honestly didn’t know all of this, I thought it was just a one-day event.
Well, now you all know about these two Italian Christmas events, an extra Christmas gift for those who follow me. And with that, I wish you again a Merry Christmas and see you next year. Bye.
Category Virtual Photography / Scenery
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Size 2375 x 862px
File Size 2.57 MB
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