House Memory System¶
The house is not a shop. It is a memory space.
Every item should answer:
- Who gave this to me?
- Where did it come from?
- What did I do to receive it?
- What memory does it represent?
Item categories¶
| Category | Examples |
|---|---|
wall_photo |
lighthouse_old_photo, whale_bay_sketch |
shelf_object |
rare_shell, small_crate, lantern_charm |
floor_object |
model_boat, rolled_map |
table_object |
keeper_notebook, compass_fragment |
window_object |
hanging_star, sailor_flag |
House slots¶
Predefined silhouette slots with gentle labels:
wall_frame_01:
accepts: [wall_photo]
silhouette_label: "A memory from the lighthouse"
Silhouette copy: "A memory from the Old Lighthouse could go here."
When item drops: "The Old Lighthouse Photo fits here."
Placement (MVP)¶
Auto-placement for MVP:
Item drops → find matching empty slot → item appears → child visits house to see it
Manual decoration later — do not build full controls too early.
Item source metadata¶
item:
id: lighthouse_old_photo
display_name: Old Lighthouse Photo
source_type: npc_drop
source_npc: lighthouse_keeper
source_location: old_lighthouse
source_activity_verb: clean
source_story: "The Lighthouse Keeper found this after you helped restore the lantern room."
House UI copy:
Old Lighthouse Photo
Given by the Lighthouse Keeper after you helped clean the lantern room.
Silhouettes — tone¶
Bad: 0/100 items collected
Better: This wall is waiting for memories from your journey.
Avoid: completion percentages · rarity pressure · shop catalogue · "missing item" anxiety
Drop → house flow¶
Server saves to child inventory
↓
Check matching house slot → auto-place if available
↓
Godot: NPC gift dialogue → house shows item on next visit