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…
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 theArrivalspawn 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:
| Mount | Slice component | What it owns |
|---|---|---|
MountIsland | ci_island | the island's dressing, distant islets and its sound |
MountHero | ci_hero | the player character, her walk, her wardrobe |
MountMining | ci_mining | the crystals, the laser, the shard drops |
MountShop | ci_shop | Crystal Haven and what you buy there |
MountScreens | ci_screens | the 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/.
Scoped to this part · feeds back into the world's score.