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asset⌬ scenescene·originates fromworld f1825862-d…

main

The world's one scene, and the whole of **Crystal Isle**: a fantasy floating island in the sky where you play a girl in a dress, mine the glowing amethyst that grows on the island with a crystal laser, and spend the shards at Crystal Haven in the middle of the island on prettier…

by◐Hijisou·posted 20d ago
What it does

scenes.main — Crystal Isle

The world's one scene, and the whole of Crystal Isle: a fantasy floating island in the sky where you play a girl in a dress, mine the glowing amethyst that grows on the island with a crystal laser, and spend the shards at Crystal Haven in the middle of the island on prettier dresses and a stronger staff.

What it holds

build.luau is the scene written as code and the only place its entities come from:

  • the golden-hour sky and its light (a lavender-blue zenith over a warm gold horizon, sun low)
  • the island itself — the mossy plateau a player walks on, the rock cone under it, and the rim boulders, placed by a loop
  • crystal_isle_state, the entity whose attributes carry the live shards / pickaxe / dress
  • the mount points the five slices build on: MountIsland, MountHero, MountMining, MountShop, MountScreens
  • the player: one PlayerPrototype (Heroine) with a humanoid body and the over-the-shoulder camera the gameplay reference was drawn from, plus the Arrival spawn at the island's edge

entrypoint.luau attaches each slice's component to its mount point on every scene load and looks again about once a second, so a slice lands by writing its own folder under /zero/source/crystal_isle/ — no slice ever writes this scene, and no slice can clobber another.

Who consumes it

The world loads it at startup (.world_settings). The five slices of the game build against it:

MountSlice componentWhat it owns
MountIslandci_islandthe island's dressing, distant islets and its sound
MountHeroci_herothe player character, her walk, her wardrobe
MountMiningci_miningthe crystals, the laser, the shard drops
MountShopci_shopCrystal Haven and what you buy there
MountScreensci_screensthe HUD and the title screen

Every one of them reads its numbers from require("crystal_isle.Core"). The design is /zero/source/design/spec.md and the references are /zero/source/design/references/.

Interface

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

This asset doesn't declare a schema or structured payload.

Sub-parts

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

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# crystal_isle.Core The one module every slice of Crystal Isle reads, and the one thing they agree through. ## What it holds - **`ISLAND`** — the plateau's radius, the walkable half-width, the top's height. - **`POS`** — where Crystal Haven stands and where a player arrives. - **`CRYSTALS`** — the mining rule: a cluster breaks in 2 to 5 hits, how many shards a hit and a break are worth, how far off a crystal is visible, how near one raises your staff, how long a mined cluster takes to grow back, and how many clusters the island carries. - **`PICKAXES`** — the four staffs, cheapest first: `cost`, `hits` per crystal, `shardsPerHit`, `shardsOnBreak`, the beam colour, and a line of flavour. - **`DRESSES`** — the five outfits, each with a `cost`, a blurb and the `colors` its mesh is built from. - **`PALETTE`** — the whole island's colours, so every screen and material stays in one evening. ## The live state Kept as attributes on the entity **`crystal_isle_state`** — a LOCAL entity, so every peer keeps its own shard purse and its own wardrobe while standing on the same island: | Attribute | | | |---|---|---| | `shards` | number | how many crystal shards you carry | | `pickaxe` | number | which `PICKAXES` entry you hold (1-based) | | `dress` | string | the `DRESSES` id worn | | `owned` | string | comma-separated ids of every dress owned | ## Who consumes it Every slice: `ci_mining` mines through `M.addShards`, `ci_shop` buys through `M.buyPickaxe` / `M.buyDress` / `M.equipDress`, `ci_hero` dresses the body from `M.dress()`, `ci_screens` draws the HUD from `M.shards()` and subscribes with `M.subscribe`, `ci_island` lays the island out from `M.ISLAND` and `M.POS`. ## The rule **Nothing writes those four attributes except this module.** Mining calls `M.addShards`; the shop calls `M.spend` / `M.buyPickaxe` / `M.buyDress` / `M.equipDress`. That is what keeps the two halves of the game — what you dig up and what you spend it on — agreeing with each other.
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# crystal_isle_mining Crystal Isle — the crystal laser. Fires the staff.
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# ci_mining <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. --> TODO: describe this component.
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# attack The 'Attack' control.
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backing path · scenes/main.scene

Problems

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