2026-09-20 20:17:22
Anonymous:
Refine Gift Shop appearance into station souvenir retail; trading remains TBD
hold the flood/rooms.md ..
@@ 176,9 176,19 @@
- **Selling robot:** behind the sales counter, at room coordinates `(0, 4.8)` metres relative to the centre. That position and its appearance are the implementer's choices.
- **Trading:** **TBD and unimplemented.** The room establishes the place and seller for the owner's future buying and selling system. The card does not define stock, prices or the trading window's behaviour.
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**Additional furnishing defaults (the implementer's choices):** pale wooden furniture, warm stone paving using the existing Promenade texture, two teal rugs, two back cabinets, five plants, decorative books and toy bears, and a small screen on the counter. The goods are scenery, not defined trading stock. Existing free CC0 models: [Kenney Furniture Kit](https://kenney.nl/assets/furniture-kit) and [Quaternius Animated Robot](https://quaternius.com/packs/animatedrobot.html); licences and original download hashes are included with the game assets. No generated artwork.
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**Owner appearance request, later on 2026-09-20, in his words:**
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**Layout numbers (also implementation defaults):** room-local coordinates use the centre as `(0, 0)`, north positive. The three shelves on each side stand at `x = ±6.7`, `z = -3.7, -0.7, 2.3`; each is 2.45 m wide, 2.45 m tall and 0.7 m deep. The two low displays stand at `(±3.2, -3.2)` and measure 2.3 × 1.1 × 1.2 m (width × height × depth); the two round tables stand at `(±3.3, 0.6)` and are 1.9 m across and 0.9 m tall. The counter stands at `(0, 3.5)`, 4.4 m wide, 1.05 m tall and 1.05 m deep. The robot is 2.25 m tall, faces the entrance and stands still. The two back cabinets stand at `(±3.7, 6.65)`, 2.5 × 1.1 × 0.9 m. Entrance plants are at `(±5.8, -6.1)`; rugs sit at `(0, -5.6)` and `(0, 1.8)`. These are arrangement and appearance choices, not new game rules.
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> not bad at all, but I'm sure you can try harder to speak the visual language of "a gift shop in a space station".
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**Current appearance (the implementer's choices in response):** ivory display fixtures with graphite bases, headers and counter panels; dark teal shelf backs; orange accents; and thin warm light strips on the shelves, checkout and wall bands. The floor is now quiet blue-grey composite panels with a graphite perimeter and two orange aisle guides. Two dark mats have orange borders. This replaces the initial wood furniture, stone floor and teal rugs.
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**Souvenirs and checkout (also appearance choices):** shelves and low displays hold miniature spacecraft, astronaut and alien figurines, with some books retained. The round tables have station display stands: one presents a toy rocket and the other a miniature of the seller robot. Two larger toy spacecraft sit on the back cabinets, and a spacecraft is mounted on a dark feature panel behind the seller. A compact station-style sales screen replaces the domestic monitor. Three plants remain: two by the entrance and one on the counter. The merchandise is decorative scenery, not defined trading stock; it adds no items, lore or trade mechanics. There are no new written signs or prompts.
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**Assets:** existing free CC0 models from [Kenney Furniture Kit](https://kenney.nl/assets/furniture-kit), [Kenney Space Kit](https://kenney.nl/assets/space-kit), [Quaternius Animated Robot](https://quaternius.com/packs/animatedrobot.html) and the station's existing Quaternius kit. Source model files are unmodified; placement, scale and painted toy materials are set in the room. Licences and download hashes are kept with the assets. No generated artwork or purchases.
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**Visual dressing numbers (implementation defaults):** shelf headers are 0.17 m tall and sit at height 2.47 m; their shelf light strips are 0.027 m tall. Wall bands are 0.36 m tall at height 2.94 m, with a light rail at 2.77 m. The 4.65-by-1.2-metre feature panel is centred at height 2.51 m. The round-table rocket is 0.85 m tall and the robot souvenir 0.83 m tall. Orange aisle guides run 4.8 m, one 1.05 m to each side of the centre. Added wall details follow the existing cutaway and shadow behaviour. All additions are visual; furniture collision, seller reach, room safety, dimensions and door connection retain their previous settings.
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**Layout numbers (also implementation defaults):** room-local coordinates use the centre as `(0, 0)`, north positive. The three shelves on each side stand at `x = ±6.7`, `z = -3.7, -0.7, 2.3`; each is 2.45 m wide, 2.45 m tall and 0.7 m deep. The two low displays stand at `(±3.2, -3.2)` and measure 2.3 × 1.1 × 1.2 m (width × height × depth); the two round tables stand at `(±3.3, 0.6)` and are 1.9 m across and 0.9 m tall. The counter stands at `(0, 3.5)`, 4.4 m wide, 1.05 m tall and 1.05 m deep. The robot is 2.25 m tall, faces the entrance and stands still. The two back cabinets stand at `(±3.7, 6.65)`, 2.5 × 1.1 × 0.9 m. Entrance plants are at `(±5.8, -6.1)`; mats sit at `(0, -5.6)` and `(0, 1.8)`. These are arrangement and appearance choices, not new game rules.
**At the seller:** the usual nearby prompt says “Seller robot · Trading TBD.” E or F answers “Trading TBD. Buying and selling will be added later.” These are temporary words chosen by the implementer. Reach is measured from the counter so the player can speak from the customer side. No trading window opens and no items change hands. The shop uses the existing safe-room rule; it adds no healing or oxygen refill.