Reference Scene
Stella's Observatory
Reveal patterns, Realm-scale horizons, strange signals, and orientation without turning Ki into an oracle.

Functional layout
realistic-diagrammatic1–24 local/sharded7 assets3 Portals
Scene ID: scene.stella-observatory Purpose: Reveal patterns, Realm-scale horizons, strange signals, and orientation without turning Ki into an oracle.
Concept#
high ridge, island chain, deep stars and Mozambique Channel haze. The organizing form is armillary floor; 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#
- armillary floor — primary orientation and action zone.
- map rail — secondary work or relationship zone.
- signal aperture — bounded supporting Area with its own semantic focus path.
- quiet alcove — 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: high ridge, island chain, deep stars and Mozambique Channel haze.
- 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#
architecture.observatory-dome— Observatory Domeobject.armillary-enamel— Armillary Enamelobject.horizon-table— Horizon Tableobject.signal-lens— Signal Lenspanel.realm-map— Realm Mapeffect.constellation-filaments— Constellation Filamentsobject.owl-perch— Owl Perch
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.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.stella-vale - Portal:
portal.observatory-aperture - Portal:
portal.observatory-to-lantern - Portal:
portal.observatory-to-anomaly
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.
- **** — 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: 1–24 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.