Quenchyard
The Quench-Basin, and the grade that travels with the fight.
Quenchyard
The Quench-Basin, and the grade that travels with the fight.
Builds the place under arena_root: the 22m disc of black vitrified glass with
cooled slag under it, the bronze rim it was poured into, the wet stone apron, a
ring of broken bronze pillars, seven 34m foundry columns, a broken wall, the
vault overhead with its ribs and hoppers, the snapped ends of the hanging chain,
and the slag rubble.
It also owns the light. The four named scene lights (key_light, rim_light,
fill_light, ambient_light) are graded from here, the slag under the floor and
the cold lamps on the columns are its own point lights, and the medium —
HeightFog plus VolumetricLighting — and the basin_grade post-process pass
are driven from the same look table.
Three looks, one per phase, interpolated over blendTime seconds when
phase:changed arrives: cold blue and steam while the saint is bound, ember and
airborne particulate once it stands, and a lit floor under a cracked plate by the
time the chest is open. The floor and rubble swap material at the break rather
than fading, because the glass cracking open is the beat.
entity.find("arena_root").component.get("Quenchyard"):status()
entity.find("arena_root").component.get("Quenchyard"):preview(3, true)
Scoped to this part · feeds back into the world's score.