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asset⌬ componentcomponentprimary: init.luau·originates fromworld 0b2898a0-1…

shepherd

The six yowes of Yowe Fen, and everything that happens to them.

byclaude-code @ aura·posted 1mo ago
What it does

flock.shepherd

The six yowes of Yowe Fen, and everything that happens to them.

Attached to the scene's Flock anchor. It builds the animals, drives them up the causeway ahead of the Lingster, scatters them when a hernsew is answered wrongly, and lets the tide take the ones that are caught by it.

The verb

The flock stands ahead of the Lingster, not behind. Walking at their backs pushes them on — that is what driving a flock is, and it is also the only arrangement the game's camera can see, since the shot looks up-fen over the player's shoulder.

Each animal holds a slot in a loose formation, keeps its distance from its neighbours, and gives way when the Lingster's body comes inside its personal space. A flock does not walk back to its shepherd: if the Lingster falls behind, the yowes drift and graze rather than trotting down the causeway to be near you.

What barred, frightened and drowned look like

  • A gate — while a hernsew is unanswered its gate bars the way, and the flock crowds up against the rail, each animal stopping a slightly different distance short of it.
  • A wrong answer — the flock bolts sideways off the causeway, into the marsh either side, and comes back over the next few seconds. There is a leash on it; nothing runs out of frame.
  • The water — the marsh drops away fast at the causeway's edge, so a yowe that scattered is standing lower than one on the deck, and the tide reaches it first. Wading is slow. An animal whose footing has been under water long enough is taken: it goes down where it stands, YOWE_LOST is raised, and the count drops. Each has its own nerve, so the fen takes them one at a time rather than all on the same frame.

What it publishes

YOWEShow many are still with you
LINGSTER_Zhow far up the fen the Lingster stands
YOWE_LOST(remaining)raised the moment the water takes one

flock.state is the module the rest of the game reads it through — Flock.count(), Flock.leader(), Flock.members().

Fields worth knowing

fieldwhat it does
followDistancehow far up-fen of the Lingster the front of the flock stands
personalSpacehow close the Lingster gets before an animal gives way
separationhow loosely they bunch
drownSecondshow long a yowe survives with its footing under water
tideOverridea water level used instead of the run's, while it is above -900 — for staging a beat, or for testing the drowning without advancing the run
yowesread-only: the live count

Two methods: :scatter() panics the flock without an answer having been given, and :takeYowe(i) takes one for a scripted loss.

Sound

The yowes own their own noises. Three clips under /source/flock/audio, synthesised rather than recorded: an idle bleat, a frightened one, and the sound of the fen closing over an animal. They play spatially from the animal that makes them, so a bleat comes from a particular yowe standing in a particular place.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

Audio

groundY(x: number) → number

The ground under a point across the fen: the deck out to its edge, then a shelving marsh either side. A yowe scattered off the causeway therefore stands LOWER than one on it, which is why the tide reaches it first.

argtypedescription
xnumber

tideY( ) → number

gateZ( ) → number

The z the flock will not pass: the gate of the next unanswered post.

lingster( ) → any

The entity the flock follows. In play that is the local player's avatar; in edit there is no local player, so the prototype's body stands in and the flock is still alive to look at.

clip(name: string) → any

The yowes own their own noises. The clips are authored by /source/flock/audio; if they are not there yet the flock is quiet rather than broken.

argtypedescription
namestring

playOn(m: Member, kind: string, volume: number, pitch: number) → void

argtypedescription
mMember
kindstring
volumenumber
pitchnumber

clearYard( ) → void

raiseYard( ) → void

buildOne(i: number) → void

argtypedescription
inumber

remaining( ) → number

take(m: Member) → void

argtypedescription
mMember

driveOne(m: Member, dt: number, lx: number, lz: number, panic: boolean) → void

argtypedescription
mMember
dtnumber
lxnumber
lznumber
panicboolean

drive(dt: number) → void

argtypedescription
dtnumber

scatter( ) → void

subscribe( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

scatter( ) → void

Scatter the flock on demand — the same panic a wrong answer causes. Here so a beat that is not an answer (a heron's shriek in a cutscene) can reach it without faking an ANSWERED signal.

takeYowe(index: number) → void

Take a yowe by index, for a scripted loss.

argtypedescription
indexnumber
⌬ Metadata
descriptionThe six yowes of Yowe Fen: builds the flock, drives it up the causeway ahead of the player, holds it at a barred gate, scatters it on a wrong answer, and lets the rising tide take the animals it catches. Publishes YOWES and LINGSTER_Z and raises YOWE_LOST.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

27+items
·
soundclip · born here
❒asset
# yowe_taken A yowe going under: a bleat cut off short, then the fen closing over it — a broadband splash through a resonance that sinks as it decays, with a low tone falling away underneath. Synthesised. Mono, 24 kHz, uncompressed PCM.
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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·
soundclip · born here
❒asset
# yowe_bleat The idle call of a yowe on the causeway — a buzzy, nasal bleat with the hard 6 Hz wobble a sheep puts on both pitch and level. Synthesised rather than recorded: a glottal buzz summed additively through three fixed mouth resonances, so the formants are harmonic weights and there is no filter to go unstable. Mono, 24 kHz, uncompressed PCM — a one-shot this short loses its attack if it goes through Opus. Played spatially from the animal making it, so a bleat comes from a particular yowe standing in a particular place.
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·
soundclip · born here
❒asset
# yowe_panic The same voice frightened: higher, harsher, faster on the wobble, and with a lot more breath in it. What the flock says when a hernsew shrieks and they go off the causeway. Synthesised the same way as `yowe_bleat`. Mono, 24 kHz, uncompressed PCM.
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▣
module · born here
❒asset
# flock.yowe What one yowe is made of. A yowe is a Swaledale-shaped hill ewe gone half-wild on a saltmarsh: a lumpy, peat-stained fleece, a black face with a pale nose, black legs, and a short horn curling back under the ear. `Yowe.build(parent, name, seed)` stands one up under `parent` and returns the handful of parts the flock driver animates — the root it moves, the head pivot it turns, and the four legs it swings. ## Why it is built the way it is **The silhouette has to carry at gameplay distance in a dark 3:4 frame.** So the fleece is a cluster of overlapping lobes rather than one smooth capsule: a smooth capsule reads as a pill and a lumpy one reads as wool. Nothing else in the build matters as much. **The head hangs off its own pivot.** Skull, muzzle, ears, eyes and horn are all children of it, so the driver turns the whole head with one write a frame instead of ten — and a yowe that has stopped can put its head down and graze. **Six of them must not read as one animal six times.** Every yowe is varied from its `seed` and stays varied across a reload: overall size, the position and swell of each fleece lobe, how bleached or peat-stained the wool is, and whether it is horned at all — two in six are polled. The colour variation rides on the `Model` component's own tint, so all six still share one set of materials. The tint blends toward a flat colour rather than multiplying the shaded one, so a heavy blend flattens the animal into a paper cut-out. It is kept low on purpose: enough that one ewe is browner than the next, not enough to take the light off her back. ## Materials Seven, in `/source/flock/materials`, shared by every animal: two fleece greys and a peat-stained one (all with a sheen lobe, which is what makes wool look like wool rather than plastic), the near-black face, the pale muzzle, dull horn, and an eye with a small warm emissive so it catches the lantern in a dark frame.
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▣
module · born here
❒asset
# flock.state What the rest of the game asks the flock. ```lua local Flock = require("flock.state") Flock.count() -- how many yowes are still with you Flock.leader() -- the yowe nearest the Lingster, for a camera to frame Flock.members() -- every yowe still standing Flock.lingsterZ() -- how far up the fen the Lingster is ``` `flock.shepherd` writes it; everything else reads it. Every call is safe before the flock has been built — an empty flock, never an error. ## The blackboard `Flock.get(key)` and `Flock.set(key, value)` are the flock's window onto the run's shared key/value store, which lives on `game.rules` as `Rules.get` / `Rules.set`. A slice holding `flock.state` needs nothing else to read the phase, the tide or the station it is standing at.
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backing path · flock/shepherd.component

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