main
COINFALL's only scene: the Coinfall Arcade, 1998, doors chained.
main
COINFALL's only scene: the Coinfall Arcade, 1998, doors chained.
The scene file carries just three things — the hall's lighting environment, the
PlayerPrototype the engine clones into a first-person body and camera for each
joining user, and its PlayerSpawn. Everything the player actually walks
through is spawned by entrypoint.luau at load: the hall bays, the dead
cabinets, the six live pusher machines, the shrine, the chained doors and the
change booth, plus the cf_director and cf_ui host.
That split is deliberate. Entrypoint spawns are marked temporary and never
written back into scene.json, so the arcade is rebuilt from a seed every time
the scene loads. It is also what lets the hall's geometry shift between visits
as corruption climbs — the bay variants, the cabinet drift and the dead lamps
are all re-rolled, and none of it accumulates in the scene file.
Lighting here is deliberately almost nothing: a dim warm key and a cold ambient
fill. The sodium lamps that actually light the corridor are solved analytically
per vertex inside the ps1 shader, because the engine's punctual-light array is
bound to the fragment stage and a strictly per-vertex lighting model cannot read
it.
Scoped to this part · feeds back into the world's score.