Reference Scene
Bellwether Island Overview
Orient players to one coherent island and distinguish physical routes from permission-aware Portal routes.

Functional layout
diagrammatic-hybrid1–64 local/sharded7 assets2 Portals
Scene ID: scene.bellwether-overview Purpose: Orient players to one coherent island and distinguish physical routes from permission-aware Portal routes.
Concept#
Mozambique Channel archipelago at late-afternoon gold. The organizing form is north ridge; the Scene remains a beautiful inhabited place with or without overlays. It inherits the Kiduna isometric constitution: 2:1 projection, environmental illumination, tactile materials, living edges, contextual embodiment, stable anchors, and state expressed through the world before labels.
Functional layout#
- north ridge — primary orientation and action zone.
- Lantern saddle — secondary work or relationship zone.
- western terraces — bounded supporting Area with its own semantic focus path.
- eastern working shore — bounded supporting Area with its own semantic focus path.
- southern grove — bounded supporting Area with its own semantic focus path.
- under-island caves — bounded supporting Area with its own semantic focus path.
Isometric composition and background#
- Dark near-frame architecture or vegetation guides Attention toward one inhabited center.
- The background is a full Component: Mozambique Channel archipelago at late-afternoon gold.
- At least two physical continuations meet foreground Terrain through architecture, path, vegetation, shadow, water, or haze.
- Technical tiles overlap 12–24 px at 1× and never announce a square grid.
Object inventory#
terrain.island-basalt— Island Basaltterrain.coral-shore— Coral Shoreterrain.mangrove-edge— Mangrove Edgeobject.map-relief— Map Reliefeffect.route-physical— Route Physicaleffect.route-portal— Route Portalobject.beacon-lantern— Beacon Lantern
Interaction map#
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.stella-vale - Portal:
portal.map-to-harbor - Portal:
portal.map-to-lantern
Lighting states#
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
Population and framing#
- Solo: every required Action has an Actor/Ally or asynchronous alternative.
- Local range: 1–64 visible participants before Area sharding or constellation aggregation.
- Desktop: 16:9 composition with the organizing form intact and 15% Overlay reserve.
- Mobile: focus-following portrait crop, persistent orientation landmark, and semantic route sheet.
- Large population: canonical Scene state is shared; presence, conversation, and high-frequency interaction are sharded by Area. No global crowd blocks the interaction path.