Reference Scene
Ruby's Expedition Yard
Turn readiness, logistics, rescue, and execution into cooperative play rather than combat spectacle.

Functional layout
realistic1–64 local/sharded8 assets2 Portals
Scene ID: scene.ruby-expedition-yard Purpose: Turn readiness, logistics, rescue, and execution into cooperative play rather than combat spectacle.
Concept#
eastern work shore, boat sheds, weather towers and open channel. The organizing form is readiness circle; 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#
- readiness circle — primary orientation and action zone.
- equipment racks — secondary work or relationship zone.
- vehicle bay — bounded supporting Area with its own semantic focus path.
- rescue pool — bounded supporting Area with its own semantic focus path.
- departure gate — 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: eastern work shore, boat sheds, weather towers and open channel.
- 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.expedition-shed— Expedition Shedobject.readiness-ring— Readiness Ringobject.rescue-launch— Rescue Launchobject.equipment-rack— Equipment Rackobject.weather-mast— Weather Mastobject.red-rose-standard— Red Rose Standardobject.wolf-mark— Wolf Markeffect.route-readiness— Route Readiness
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.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.ruby-knox - Actor:
actor.orson-bell - Portal:
portal.yard-to-expedition - Portal:
portal.yard-to-workshop
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.