W3 schools
Adobe's Color Wheel
Graphemica - unicode (e.g. for google sheets)
The Oracle of the Internet
Beginners Guide to Responsive Web Design
Experiment in Site Redesign
Hamburger Menus - scroll to bottom to 11. Multi-Depth Hamburger Menu
Displaying KML
Can I Use ? dot com
How to allow http content within an iframe on a https site - stack overflow
google fonts
Syriac font for Windows
Syriac script on Graphemica
Graphemica (unicode characters)
font squirrel
Unicode fonts for Old Slavonic
Brill fonts - According to Roger Pearse these fonts
implement a lot of odd characters useful to manuscript researchers
. They are free for non-commercial use.
Alan Simpson's Javascript Coding Examples
Defining and updating JavaScript variables in different scopes
Javascript Cheat Sheet
Best JavaScript Data Grids and Spreadsheets
Changing CSS styles with Javascript
Javascript Function Reference
jQuery
jQuery .load()
Bootstrap collapse
The Simplest Ways to Handle HTML Includes
Google's Crash Course on Python at coursea - free
Google's Tools of the Trade: Linux and SQL at coursea - free
Google Tech Dev Guide - Master Data Structures and Algorithms - free
Google's Introduction to Git and GitHub at coursea - free
Google Cloud's Introduction to Generative AI at coursea - free
Google Developer's Machine Learning Crash Course - free
Google's Troubleshooting and Debugging Techniques at coursea - free
Google's Foundations of Cybersecurity at coursea - free
PROJECT TITLE (working) THE EARTHQUAKE An Interactive First-Person Journey Through the Death, Descent, Resurrection, and Ascension of Jesus Core Concept This is not a traditional website. It is an interactive first-person cinematic experience. The viewer never sees Jesus. The viewer IS Jesus. Everything is seen through His eyes. The user gradually discovers this without ever being told. There are no menus, buttons, navigation bars, or visible interface. The entire experience is explored naturally through movement, atmosphere, and clicking on meaningful objects. The website should feel like a dream, a movie, and a video game simultaneously. ------------------------------------------------------------ OVERALL STRUCTURE ------------------------------------------------------------ ACT I — THE CRUCIFIXION • First-person view from the cross. • Sounds of the crowd. • Wind. • Darkness gradually covers the land. • Dust storm begins. • Light slowly disappears. • Death. • Silence. Suddenly... A violent earthquake. The ground shakes violently. The viewer looks downward. The earth is split with large cracks (Matthew). One crack glows with a deep red light. The red glow pulses slowly. The camera is gently pulled toward the crack. If the viewer clicks... they immediately descend. If they do nothing... the camera slowly drifts closer. The closer it gets... the slower it moves... building suspense. After perhaps two minutes... gravity finally wins... and the viewer falls. ------------------------------------------------------------ DESCENT ------------------------------------------------------------ The viewer falls into darkness. During the descent: The walls of the earth briefly reveal geological layers. Embedded within those layers are actual Dead Sea seismites. Perhaps a short drone sequence from Crucifixion Quake appears naturally as though it is inside the rock. The geology is not presented as a lecture. It simply becomes part of the visual language. The descent continues deeper... until light disappears completely. ------------------------------------------------------------ ACT II — SHEOL / THE HARROWING ------------------------------------------------------------ This section is intentionally artistic. It is not intended to reproduce any one theological source. Inspirations include: • Gospel of Nicodemus • Matthew • Christian tradition • Dante's Inferno • Gustave Doré • Original cinematic ideas The atmosphere: Massive caverns. Ancient gates. Darkness. Souls waiting. Silence. Echoes. The viewer encounters imprisoned souls. Adam. Eve. David. Isaiah. John the Baptist. Other symbolic figures. Not necessarily historically accurate. Simply representatives of humanity waiting for redemption. Eventually the viewer reaches immense gates. These gates symbolize death itself. The gates explode open. Light floods inward. Darkness retreats. The souls begin leaving. ------------------------------------------------------------ ASCENT ------------------------------------------------------------ The viewer begins climbing upward. Stone stairs. Increasing light. Eventually... the viewer reaches the top. The reveal: The opening is not merely an exit from Sheol. It is the empty tomb. The viewer walks out into daylight. No explanation. No narration. Only realization. ------------------------------------------------------------ ACT III — RESURRECTION ------------------------------------------------------------ The viewer walks away from the tomb. Everything is peaceful. No dialogue. Only music. The viewer eventually walks toward the Mount of Olives. ------------------------------------------------------------ ACT IV — ASCENSION ------------------------------------------------------------ The sky opens. The viewer rises. Clouds. Increasing brightness. Angels appear only gradually. They begin as tiny white forms in the distance. Eventually they become recognizable. The visual style should be inspired by Gustave Doré but rendered in color rather than monochrome. ------------------------------------------------------------ THE WHITE LIGHT ------------------------------------------------------------ As the ascent continues... The imagery slowly transforms. The viewer enters a tunnel of brilliant white light. The visual language intentionally resembles modern descriptions of Near Death Experiences. Not because the film is claiming they are historically identical... but because they communicate transcendence visually. White light. Peace. Figures. Saints. Angels. Loved ones. The experience becomes timeless. ------------------------------------------------------------ THE FINAL REVEAL ------------------------------------------------------------ The viewer expects Heaven. Instead... Everything slowly goes out of focus. Then returns. The viewer realizes... they are now looking upward from a manger. The viewer is an infant. Still first person. Mary looks downward. Joseph. The shepherds. The wise men. The Star of Bethlehem. The entire story has become circular. Birth. Death. Resurrection. Ascension. Birth again. Not literal reincarnation. Rather a poetic statement that the Incarnation, Crucifixion, Resurrection, and Ascension form one continuous story. ------------------------------------------------------------ DESIGN PHILOSOPHY ------------------------------------------------------------ No visible interface. No menus. No buttons. No arrows. No instructions. The viewer learns the language of interaction naturally. Objects glow subtly. Light attracts attention. Movement attracts attention. The world is always alive. Nothing completely freezes. ------------------------------------------------------------ INTERACTION PHILOSOPHY ------------------------------------------------------------ Every scene has two paths. ACTIVE The viewer clicks. The story advances immediately. PASSIVE If the viewer waits... the world continues naturally. Eventually the story advances by itself. This allows the experience to function equally well as: • an interactive website or • a continuous short film. ------------------------------------------------------------ TECHNICAL NOTES ------------------------------------------------------------ Single Page Application (SPA) One HTML page. JavaScript changes scenes without reloading. Suggested technologies HTML5 CSS JavaScript GSAP (for cinematic animation and camera movement) Three.js (if limited 3D environments are desired) Howler.js (for immersive sound) WebGL (optional) SVG overlays MP4 video sequences PNG images Particle effects Layered ambient audio Everything fades continuously between scenes. No page loads. No interruptions. ------------------------------------------------------------ VISUAL STYLE ------------------------------------------------------------ Slow. Atmospheric. Minimal text. No exposition. The visuals tell the story. Music carries emotion. Interaction feels inevitable rather than mechanical. The audience should feel they are dreaming rather than browsing a website. ------------------------------------------------------------ FUTURE DEVELOPMENT ------------------------------------------------------------ Stage 1 Build a small prototype consisting only of: • Crucifixion • Darkness • Earthquake • Crack opening • Descent If this successfully captures the intended feeling, the remaining acts can be built one scene at a time. The final result should feel less like a website and more like an interactive cinematic journey experienced entirely through the eyes of Jesus.