Reference Scene
The Grove & Wild Island
Provide quiet, ecological observation, ruins, social discovery, and non-instrumental play.

Functional layout
impressionistic-realistic1–96 local/sharded9 assets3 Portals
Scene ID: scene.grove Purpose: Provide quiet, ecological observation, ruins, social discovery, and non-instrumental play.
Concept#
southern forest, coral cliffs, ruins and open sea beneath layered canopy. The organizing form is old grove; 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#
- old grove — primary orientation and action zone.
- rain pool — secondary work or relationship zone.
- ruin edge — bounded supporting Area with its own semantic focus path.
- cliff path — bounded supporting Area with its own semantic focus path.
- quiet clearing — 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: southern forest, coral cliffs, ruins and open sea beneath layered canopy.
- 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.forest-floor— Forest Floorterrain.rain-pool— Rain Poolarchitecture.grove-ruin— Grove Ruinvegetation.baobab— Baobabvegetation.canopy-layers— Canopy Layersobject.ancestor-stone— Ancestor Stoneobject.fox-trace— Fox Traceobject.owl-perch— Owl Percheffect.firefly-constellation— Firefly Constellation
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.stella-vale - Actor:
actor.uncle-psy - Portal:
portal.grove-to-underways - Portal:
portal.grove-time-root - Portal:
portal.grove-to-apiary
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: 1–96 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.