2026-09-20 20:47:01
Anonymous:
Add owner public bathroom card and verified safe concealed-wall implementation
hold the flood/rooms.md ..
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- **Rooms:** any size; doors on any wall; a raised floor with stairs; a window with a scene behind it; a doorway with no room behind it shows as a sealed doorway, unless the room card describes it as a door; a side that is a row of large decorated windows onto open space; a side that is a force field onto open space instead of a wall; a sign on a wall that is only there to be seen (it can blink).
- **Actions:** press E for something instant; hold E for a job of any number of steps, each with its seconds; a step can be loud. A job can need: an item in the pack, power from a control board, another job done first, free pack squares. A job can: lock an opening for ever, give or take an item, put a photograph in the journal, pass or leave an oxygen tank for a survivor, make a trigger harmless.
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- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. A locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut.
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- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. An ordinary visible locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut.
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- **Concealed doors (Public Bathroom addition):** a door can remain locked behind the same finish as the surrounding wall. From the concealed side it has no visible frame, lock-on target, prompt or interaction. The bathroom's door has no opening control or other-side room yet; this does not implement a future opening sequence.
- **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. Logging in types out a welcome text; under it is a menu of things to ask, each with its answer; one line of the menu can ask for a password, and the right password opens one door. A wrong password gets the panel's own answer and can be tried again. Any text can carry the mark \*REDACTED\*, which the screen draws as a bar of light with the word cut out of it. A menu line can answer differently once the door is open. A password may be up to 24 characters, and capitals never matter. What a panel says, its menu, its password and its door are content; its look is the prefab.
- **Rooms that fill with enemies:** a room can start sending enemies some seconds after the astronaut walks in. They appear where the camera does not look, just past the edge of the screen, and when the camera sees the whole room, as far from the astronaut as the room allows. The rate they come at climbs from one number to another over a set time; spawning waits while a set number are alive in the room; it ends for good once a set number have been killed; and when the last one falls, a chest can appear at a set place, which E opens for a set item. Every such room starts over on every new trip.
- **Safe rooms:** a room can be marked safe: no enemies may be set in it, none can enter it, and nobody in it can be hit.
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## The station today
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Three rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a chest with a second pistol when they are all dead. Its easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The Promenade's west doorway and its other two north doorways remain sealed, because no room has been designed behind them yet.
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Four rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a chest with a second pistol when they are all dead. Its easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The next north doorway to the west, in the middle of the Promenade's north wall, leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The Promenade's west doorway and its westernmost north doorway remain sealed, because no room has been designed behind them yet.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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**As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so.
- **Place and size:** 60 metres long (east to west) and 10 deep, joined to the Dock's west door by its own east door. The HUD names it "Western Promenade".
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- **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The easternmost north doorway opens into the Gift Shop through its south entrance. The west doorway and the other two north doorways have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
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- **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The easternmost north doorway opens into the Gift Shop through its south entrance. The middle north doorway opens into the Public Bathroom through its south entrance. The west doorway and the westernmost north doorway have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
- **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. The hidden architecture continues casting its full shadows through the real window openings, so rotating the camera does not change the shade on the floor. This corrects the disappearing-shadow bug reported on 20 September. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
- **The promenade around it.** A broad stone walkway with dark teal strips along its sides, narrow bronze borders and six small diamond inlays, one opposite each window. The paving is in 2.5-metre slabs, using four different parts of the stone texture and alternating their direction. The solid north, east and west walls have matching stone panels, teal lower panels, warm wall lamps, and a cornice 3.8 metres high; the existing doors have matching surrounds. The central walking space stays clear. The walls, floor, windows and doorway barriers still stop the astronaut in the same places. No new furniture, interaction, text, enemy rule or reward was added. *(The materials, paving, inlays, lamps and surrounds are the implementer's choices.)*
- **Visual details chosen by the implementer.** Piers are 1.3 metres wide, with half piers at the ends; their lanterns sit 2.45 metres above the floor. Five warm point lights sit at the inner piers, ten metres apart, with a seven-metre reach and Unity intensity 3.6. The lights remain on when the wall is hidden by the camera. The glass is a subtle blue-green tint at 7% opacity. The pale surfaces use the free [Marble 01 texture by Rob Tuytel / Poly Haven](https://polyhaven.com/a/marble_01), under [CC0](https://polyhaven.com/license); two 1K maps, with credits kept beside them in the project. Texture pixels were not changed; the material samples inside the slabs, so the paving determines where the joints lie.
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- **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock or the Gift Shop: they come to the safe room's doorway and wait there.
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- **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: they come to the safe room's doorway and wait there.
- **When:** three seconds after the astronaut first walks in on a trip, the first one appears. Walking out and in again does not start it twice, and once started it goes on whether the astronaut stays or leaves *(mine: the card says only when it starts)*.
- **Where:** at a place in the room the camera does not show, picked at random from those just past the edge of the screen (no more than 6 metres beyond the nearest such place), so they walk in from every side that has an unseen part; never closer than 8 metres to the astronaut. When the camera shows the whole room, the place farthest from the astronaut. *(The 6 and the 8 are mine.)* They know where the astronaut is from the moment they appear.
- **How fast:** one every two seconds at first, climbing steadily to five a second over **60 seconds** *(the 60 is mine for "slowly")*.
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**Existing saves:** a game saved before this room existed gains the Gift Shop while keeping its existing trip, explored rooms and carried items. The new shop starts unexplored.
**Still for the owner:** how the trading window works and what can be bought and sold. The furnishings and seller are not a claim that trading already works.
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### Public Bathroom
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**The owner's complete message, 2026-09-20, in his words:**
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> still not perfect, but much better. We'll get back here. ok, now to the next door on the promenade. it's going to lead to another safe room. this time a smaller 10x10 room. This is going to be the public bathroom. Unknown to the player, this room actual has a secret door on it's northern wall. However, for now, there shouldn't be too much hinting to it, and nothing interactable, as the door will only be openable from the other side. For now, this room should look almost like a red herring.
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**Clean implementation card.** The original message above remains unchanged.
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- **Name and size:** Public Bathroom. A smaller room, 10 by 10 metres.
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- **Connection:** the next door on the Promenade leads into it.
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- **Safe:** another safe room.
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- **Secret:** unknown to the player, this room actually has a secret door on its northern wall. For now, there should not be too much hinting at it, and nothing interactable; the door will only be openable from the other side.
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- **Current impression:** for now, the room should look almost like a red herring.
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**Grammar corrections in the clean card only:** "actual" became "actually"; "it's northern wall" became "its northern wall"; "hinting to it" became "hinting at it". Sentence starts and the room name are capitalized in the clean prose, and "10x10" is written as "10 by 10 metres" to match the page's room measurements. None of these changes alters the owner's quotation.
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**As built and checked, 2026-09-20.** The requirements above are the owner's. The counts, arrangement, colours and doorway centring below are the implementer's defaults.
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- **Room and entrance:** `room.R04`, Public Bathroom, 10 by 10 metres, marked safe. The Promenade's middle north doorway, `face.R02.north_mid`, connects to the bathroom's centred south entrance, `face.R04.south`. The entrance is 2 metres wide. Taking "the next door" to mean the next north doorway west of the Gift Shop, centring the bathroom entrance, and its width are the implementer's placement choices.
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- **Safe:** it uses the existing safe-room rule: enemies cannot spawn in it, enter it while chasing, or hit the astronaut while the astronaut is inside.
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- **Bathroom furniture:** three toilet stalls along the west side, three basins on a shared counter along the east side, three mirrors and a bin. The cubicle doors stand open; paper and soap dispensers, two floor drains, two ordinary vents and an entrance mat finish the room. The counts and positions are the implementer's choices. The entrance and central aisle remain clear.
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- **Appearance:** a pale grey matte floor, ivory and teal wall panels, and trim matching the station. These colours and finishes are the implementer's choices. Fixture models reuse the existing free CC0 Kenney assets; no newly invented item, reward or bathroom action is part of this card.
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- **Concealed north door:** centred on the north wall and 2 metres wide; those measurements and the central position are the implementer's choices. It is locked and finished exactly like the ordinary surrounding wall. From the bathroom there is no distinct frame, prompt, lock-on target or interaction. The closed north door is also omitted from the journal’s list of ways out. The choice for this first version is to add no deliberate clue, while retaining the concealed door in the room's design.
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- **Other side:** the owner requires eventual opening from the other side. No room on that side or opening control has been designed or implemented yet, so the door stays closed in the current version.
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- **Nothing interactable:** the toilets, basins, mirrors, bin and concealed door are scenery. There is no loot, reward or new interaction in the room.
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**Layout defaults:** room-local coordinates use the centre as `(0, 0)`, north positive. Toilet centres are at `x = -4.12`, `z = -2.6, 0, 2.6`; their fitted sizes are 0.72 m wide, 0.95 m tall and 1.08 m deep, facing east. Cubicle partitions are 2.85 m long and 1.92 m tall, raised 0.18 m off the floor; four partitions at `z = -3.9, -1.3, 1.3, 3.9` form three stalls. Each open door is 1.17 m wide. The shared counter is at `(4.10, 0)`, 1.25 m deep and 6.9 m long, with its top 0.915 m above the floor. Basins sit at `z = -2.25, 0, 2.25`, with fitted sizes 1.12 × 0.38 × 0.80 m before turning toward the room. Mirrors are 1.45 × 1.08 m, mounted from 1.4 m above the floor. The waste bin is at `(2.9, -4.13)`; the entrance mat is 2.15 × 1.25 m at `(0, -3.95)`. Floor and wall joints repeat at 1 m, including across the hidden door. Wall height stays at the existing 3 m. These are scenery and placement choices, not extra room rules.
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**Checks completed:** all 170 Core tests and 17 Unity tests passed. The added tests cover room size and links, pursuit stopping at the safe entrance, protection from hits just inside, no new enemies or rewards, older three-room saves gaining the bathroom and its lock without losing the trip, and the concealed wall’s collision, prompts and shadows. In play, the astronaut crossed the entrance, was stopped by the counter and north wall, and received no target or prompt at the concealed section; E/F did not change the saved world. The journal showed only the bathroom’s south exit. The same 295 bathroom shadow casters remained across eight camera angles. Room views, the normal UI and the journal were inspected; evidence is in `work/pm/bathroom-20260920/` (`final-35.png`, `final-145.png`, `final-ui.png`, `journal.png`, test receipts). Both owner save files were restored byte-identical after each of three guarded runs. No claim is made about the future room or its opening mechanism.
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**New building block this card adds:** a concealed locked door that looks like the ordinary wall and supplies no target or interaction from its hidden side. Opening it from another room remains future work.