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fae-house-scenes

Design
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Build Fae's house scenes (3D low-poly) consistent with Cloverhollow style lock

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Source SKILL.md: https://github.com/majiayu000/claude-skill-registry/blob/HEAD/skills/gaming/fae-house-scenes/SKILL.md

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Skill: Build Fae’s House Scenes (3D)

Objective

Create Fae’s house as the player’s starting location, using the same exploration camera and 3D toon style as the overworld.

Minimum required rooms for the vertical slice:

  • Bedroom (start)
  • Hall or Living room (navigation hub)

Must-have interactions

  • Bed: flavor/rest stub
  • Desk or container: starter item pickup (Journal)
  • Door(s) to town

Steps

  1. Bedroom scene
  • Path: game/scenes/areas/cloverhollow/interiors/Area_Cloverhollow_FaeHouse_Bedroom.tscn
  • Build a simple low-poly room:
    • floor + walls
    • a bed
    • a desk/container
  • Add collisions for walls and large furniture
  • Add spawn marker SPAWN_BEDROOM
  1. Hall/Living scene
  • Path: game/scenes/areas/cloverhollow/interiors/Area_Cloverhollow_FaeHouse_Living.tscn
  • Keep layout navigable with clear exits
  • Add at least 2 flavor props
  • Add spawn marker SPAWN_LIVING
  1. Door wiring
  • Use Door interactables that call SceneRouter:
    • Bedroom ↔ Living
    • Living → Cloverhollow Town (exterior)
  1. Starter item pickup
  • Add a Container interactable in Bedroom that grants the Journal item (stub ItemDef ok).
  • Set a GameState flag so it cannot be collected twice.
  1. Scenario Runner
  • Add scenario tests/scenarios/vertical_slice_house_to_town.json:
    • start in bedroom
    • collect journal
    • exit to town
    • capture checkpoints

Verification

  • New game starts in Bedroom.
  • Journal pickup works once and is persisted.
  • Player can reach Town reliably via deterministic spawn markers.
  • Scenario passes headlessly and produces artifacts.