feat(sasch40): overhaul Act III tavern schankraum and canonical papa markus scene
- Generate and integrate authentic 16-bit LucasArts taproom scene with Theke, brass taps, bartender, drinking patrons, and bunker trapdoor - Realign Schankraum hotspots for Verena, Lutz in hot tub, Armend at forge, room transitions, and centered bunker trapdoor - Update Papa Markus canonical portrait and Taiwan street dining scene to be bald and clean-shaven with glasses and modern attire - Enforce hotspot zero-occlusion rules for signposts, characters, and mobile room navigation bars - Document Papa Markus specifications, tavern invariants, and layout guidelines in AGENTS.md - Add automated sister capture and playthrough recording scripts
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@@ -67,8 +67,12 @@ This document records the foundational design decisions, their rationale ("Why")
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### 2e. Akt III: Raum „Hinter den Bergen“ & Liar's Dice (`TavernView.vue`)
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* **The Decision**: Akt III features a special mountain hideaway scene *„Hinter den Bergen“* accessible via Hinterland signpost or tab bar.
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* **Why**: Introduces Saschas father Papa Markus and his Taiwanese connection with Gaoliang drinking culture into the anniversary narrative.
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* **Papa Markus Canonical Appearance**:
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* **Head & Face**: Completely bald dome (Glatze), **strictly clean-shaven (NO BEARD, NO STUBBLE)**, dark rectangular Ray-Ban glasses, strong masculine angular jawline & nose closely resembling Sascha (see `source_photos/markus2.jpeg`).
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* **Attire**: Smart-casual dark jacket and dark open-collar shirt (**STRICTLY NO LEDERHOSEN**).
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* **Scene Composition**: Seated outdoors directly in front of a bustling Taiwanese street restaurant (re-chao bistro) at a wooden night-market table with Taiwanese business companions in modern suits. On the table: small shot glasses, dice cups for Liar's Dice (Chui Niu / 吹牛), and a bottle of 58% Kinmen Gaoliang liquor.
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* **Atmospheric Clash**: Authentic Taiwan street eatery with cyberpunk Tokyo lighting, glowing neon kanji/hanzi signs, and red paper lanterns, surrounded by towering medieval alpine cliffs and pine trees in 1990s LucasArts SCUMM 16-bit pixel art style.
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* **Mechanics**:
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* Papa Markus sits at a table with 6 Taiwanese friends in an alpine valley nested with Taiwanese/Tokyo skyscrapers.
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* Minigame **Liar's Dice (Chui Niu / 吹牛)**: 5 dice each, 1s are wild, sequential bidding, bluff-calling reveals, loser drinks a 58% Kinmen Gaoliang shot (`🍶`).
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* Rewards: +10 Kronkorken, inventory item *58% Kinmen Gaoliang*, Easter Egg title `taiwan_dice_champion`.
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@@ -169,11 +173,22 @@ This document records the foundational design decisions, their rationale ("Why")
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### 10. Multi-Room World Architecture & Tavern Minigames (`TavernView.vue`)
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* **The Decision**: Act III is structured as a spatial, interconnected five-room village hub rather than a cramped single screen:
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1. **Gaststube (Schankraum)**: King Sascha's table, Queen Verena on the balcony, Armend at the forge, Lutz (ZTUL) at the fireplace, door to Nebenraum, door to Marktplatz, and the secret *„Luke zum Party Bunker“* in the floor.
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1. **Gaststube (Schankraum)**:
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* **Authentic Tavern Atmosphere**: Patrons and villagers sitting at rustic wooden tables drinking beer from foamy glass steins.
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* **Theke & Schankanlage**: Wooden bar counter ("Theke") with shiny brass taps where a bartender serves and pours fresh beer into steins.
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* **Queen Verena**: Standing on the upper wooden gallery/balcony holding a foamy beer stein.
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* **Lutz (ZTUL)**: Relaxing in the steaming wooden hot pot / wash tub on the corner gallery, wearing funny party sunglasses and a feathered hat.
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* **Armend**: Hammering bottle caps on his anvil right next to a blazing blacksmith forge fire with glowing coals.
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* **Techno Gimmicks**: Wooden beer barrel retrofitted with a high-end subwoofer cone, glowing cyan LED ring, and golden dust cap; subtle neon cables along beams.
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* **Navigation & Exits**: Sturdy wooden door to Nebenraum on the left, arched stone doorway to the sunny Marktplatz on the right, and the secret *„Luke zum Party Bunker“* in the floorboards leading down towards the bunker.
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2. **Königlicher Nebenraum (Kemenate & Atelier)**: Amy painting the royal *„Rave the Kingdom!“* banner at her easel in overalls, and the golden Zuluman magic mirror on the wall.
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3. **Haumdaucher Marktplatz**: Mario acrobatically juggling chainsaws and hops on the cobblestones; NAT (Josef) on the wooden festival stage with wild boar banners telling stories of his girls and heroic deeds.
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4. **Alpines Hinterland**: Mane (Ramona) hiking the alpine trail with walking stick; Hansi on his departure journey towards Münchanien.
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5. **Geheimes VIP-Party-Bunker**: Secret rave with disco chandelier, stroboscope, Pü's crystal staff, DJ Flo Maier, and Viktor the night-guard.
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* **Hotspot UI Placement & Visibility Rules**:
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* **Zero Text Occlusion**: Hotspot badges must NEVER be positioned directly over hand-painted text on signs (e.g. the carved arrow text *„Hinter den Bergen“* must remain fully legible; place the button slightly above or to the side).
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* **Zero Character Occlusion**: Hotspot badges must NEVER cover the face or body of another character (e.g. Hansi's button must sit high on the distant mountain path, well clear of Mane's head and backpack).
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* **Bottom Margin Safety**: Room transition buttons must be placed at a safe vertical altitude (`top: <= 82%`) so they are never obscured or cropped by the bottom room-switch navigation tabs on mobile screens.
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* **Minigames & Exit Safety**:
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* **Bayerisches Gstanzl-Fechten**: Multi-round insult rhyming duel. Preceded by an explanatory rules modal. Must always include a visible `[✕]` close button so players are never trapped.
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* **Wildschwein-Schnick-Schnack-Schnuck**: Best-of-3 tactical duel against NAT. Preceded by an explanatory rules modal (🐗 Keiler bricht 🌿 Dickicht, 🌿 Dickicht fängt 🏹 Lanze, 🏹 Lanze erlegt 🐗 Keiler). Includes `[✕]` close button and active button blur to prevent mobile sticky hover states.
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