2026-09-16 18:42:53
Anonymous:
Fourth review: every interaction press answers; closed doors shut both rooms
hold the flood/brief.md ..
@@ 63,7 63,9 @@
**Second review, same day (owner decisions):** the view turns a quarter turn per press of Q (Shift+Q turns it back), keeping E for interaction and F for talk/signal after the owner found E on rotation confusing, and the wall nearest the camera drops to a kerb so the turned view is not blocked; fixture names show only within a few metres of the astronaut, while painted marks stay visible; a threshold with no neighbour in the current arrangement is a sealed, braced bulkhead, labelled unbound when near; the text-scale range widens to 0.8–2.0 and the overall scale never drops below 0.8, because the owner's Game view renders at 4K into a small pane. Closed as implementation gaps: unbound thresholds were open gaps the astronaut could fall through, and the floor light spill under the window, an implementer's stopgap, was removed.
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**Third review, same day (owner decisions):** no text is drawn in the room except the one prompt at the fixture the astronaut is locked on, which carries the fixture's name and either its action or its state; alien inscriptions and crew paint are painted into the world on their plaques, and state words and sound subtitles live in the HUD box. A finished mechanism keeps a state word ("gantry hatch dropped; service run sealed"), so a completed seal is never silent on revisit, and the lock prefers a fixture with something to say over a bare pillar. Closed as implementation gaps: a module door the room does not map was an open gap (the Stair Vestibule's north side); the ward behind the Dock Mouth window is now built and lit behind real glass, as The Game describes it. The art pass (textured modules and props from the same CC0 kit) follows as its own step.
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**Third review, same day (owner decisions):** no text is drawn in the room except the one prompt at the fixture the astronaut is locked on, which carries the fixture's name and either its action or its state; alien inscriptions and crew paint are painted into the world on their plaques, and state words and sound subtitles live in the HUD box. A finished mechanism keeps a state word ("gantry hatch dropped; service run sealed"), so a completed seal is never silent on revisit, and the lock prefers a fixture with something to say over a bare pillar. Closed as implementation gaps: a module door the room does not map was an open gap (the Stair Vestibule's north side); the ward behind the Dock Mouth window is now built and lit behind real glass, as The Game describes it. The art pass (textured modules and props from the same CC0 kit) followed as its own step.
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**Fourth review, same day (owner decision):** every press of the interaction key answers; with nothing in reach or nothing to do at the locked fixture, the notice says so, so the player always knows the input registered. Closed as an implementation gap: a closed door blocked only from the room behind it, which does not exist in the scene until entered, so the astronaut could walk into the sealed R-3 ward and be trapped; a doorway is now shut for both rooms when either side is closed.
## Leading story draft — explicitly open to change