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Moss Pond Garden

A Japanese pond garden with three walkable islands, for trying red drum bridges over two- to five-cell spans.

Generation record ↗

Concepts

Hook Approved

A Japanese pond garden with three walkable islands, for trying red drum bridges over two- to five-cell spans.

Premise Approved

A home for a red drum bridge with a high arch (taikobashi), added by a later prompt, and for trying it over short and long spans under engine 0001's bridge rules (GAMEPLAY.md → Bridges; per bridge kind, setback 12 and grade at most 12° unless it sets its own, no maxSpan; the reach is one cell). The map is 20×20 cells (480×480 units), north up, seen from the south. A pond of its own unwalkable tile, `pond`, which the bridge will cross, is 8–12 cells across (192–288 units), its long axis east–west. Three islands 2–3 cells wide (48–72 units), mossy and walkable, stand in it. Between neighbours, bank to island and island to island, the water is 2–4 cells wide, with at least one straight crossing each of 2, 3 and 4 cells (72, 96 and 120 units landing to landing at the default setback); most crossings run east–west, so the opening camera sees each arch side-on, and at least one pair chains two bridges through an island. Placement checks only that both landings stand on landing tiles (every walkable tile the bridge does not cross), that every point between is on a landing or pond tile, that the two landings are at most 12° apart, and that no ground rises more than 1.2 units above the straight line between them. So banks and islands stand 3–6 units above the water and fall toward it between a landing and the water's edge, and two landings of a crossing stay within 3 units of each other (under 2°, where 12° would allow 15–25). A choice the engine does not check: at each listed crossing the bank faces the water as one straight tile edge on a grid axis, at least a cell either side of the crossing, so a landing is never pushed onto a corner. Ground behind a landing is not checked, so an island may rise in a mound and the north bank into a hill. The water's visible edge reaches past the pond tiles by the liquid's waterline outset, half a cell by default; that equals the default setback, so a landing would stand at the water's very edge and a 2-cell island would show only one cell of dry land. The pond therefore uses an outset of about a quarter cell, checked at the terrain review. It also tries a set piece made as scatter: one cell of its own unwalkable tile, `torii`, on a level terrace of the hill across the pond, holds exactly one torii gate from a scatter layer gated to that tile alone (one guaranteed prop, a very low density, a fixed yaw facing the pond). The engine stands a guaranteed prop at a fixed but random point among its cell's 3×3 candidates, so the gate may sit up to half a cell off the cell's centre; the cell being unwalkable keeps buildings, roads and footpaths off it, and it takes the gravel court's ground colour so the tile itself does not show. It spends one of the map's eight tile types. (The first set piece was a three-storey pagoda; at the final review the user asked for something smaller.) A dwelling is 20 units; the torii stands about one and a half dwellings tall.

Environment Approved

A Japanese stroll garden in spring, made by hand on the level floor of a shallow valley. Its makers dug the pond and heaped the spoil into three mossy islands, each big enough to walk on and marked by a small stone grouping and a black pine, and into an artificial hill (tsukiyama) along the north side; the lawns round the pond roll in low mossy mounds. On a terrace cut into the hill's east shoulder, above the water, a vermilion torii gate stands on a small court of raked white gravel; a larger gravel court with upright stones lies by the south-west shore, and on the east shore a cobble beach (suhama) slopes gently into the water. The banks are set with weathered stones and have mossed over in deep, soft green. Japanese maples, most in fresh spring green and a few dark red, crowd the east and west banks over ferns; cherry trees in full bloom stand on the hill's summit and beside the gravel, their fallen petals pinking the moss; black pines and maples stand singly across the lawns among drifts of clipped azalea mounds, and a few stone lanterns watch the water. The pond is still, dark jade-green water that mirrors a little of the sky. Soft, warm afternoon spring light from the south-west under a pale haze. Calm, composed and intimate.

Architecture Approved

Kyoto sub-temple carpentry: square hinoki and sugi post-and-beam frames on low grey granite plinths, white lime-plaster infill panels between broad tie beams, and deep charcoal kawara tile roofs whose wide eaves lift gently at the corners over stacked bracket blocks. Vermilion bengara lacquer is reserved for the sacred and the prestigious (pagoda frames, gates, bridge rails) and bronze for finials, while tea huts and garden shelters stay rustic: bark-on log posts, earthen mud walls, thick rounded thatch or cypress-bark roofs. Repairs show openly as pale fresh timber and bright new copper flashing that weathers to verdigris.

Gameplay Not written

Palette Approved

  • Deep moss#4F6B34
  • Raked gravel#DCD6C8
  • Jade pond#3E6862
  • Cherry blossom#F3C4CE
  • Spring maple#8DB04F
  • Red maple#7E2A2C
  • Weathered stone#7E7B73
  • Afternoon haze#F3E7CF

Architecture motifs

Sheet: Approved
Designs · Approved
# Moss Pond Garden architecture motifs The garden's buildings are Kyoto temple carpentry seen whole. Their signature is a deep charcoal kawara tile roof (#3F4447) whose broad eaves overhang far and lift only gently at the corners; a frame of square posts and broad tie beams, vermilion lacquer (#C24A2E) on sacred and prestige buildings and weathered hinoki brown (#8A6B4E) on the rest; white lime-plaster panels (#EDE8DC) filling the frame; and a low grey granite plinth (#7E7B73) under everything. The colour blocking is always dark roof, red or brown frame, white panels, grey base, with bronze (#6B5A3A) only at a roof's peak. It must never look Chinese-imperial or theme-park: no dragons, no gilding, no glossy finishes, no steeply swooping roof tips, no fine lattice or shoji grids. 1. **Lifted eave corner.** In the temple carpentry tradition, one deep charcoal tile roof plate turns a corner and lifts gently at its tip, carried on three stacked vermilion bracket blocks that step outward from one square vermilion post. 2. **Plaster bay wall.** The everyday frame: four square vermilion posts stand on a grey granite plinth, tied by two broad vermilion beams, one at mid height and one under the eave, with three flat white plaster panels between them. 3. **Hinoki porch.** A projecting gable porch roof in charcoal tile shelters one wide doorway, carried on two thick unpainted hinoki posts, with one pair of plain dark-brown (#4A3A2C) board doors set deep in the wall behind. 4. **Stacked eaves.** The pagoda tradition: three square charcoal tile roof plates, each a little smaller than the one below, stack over a slim square core, every storey showing one white plaster band and one vermilion beam just under its eave. 5. **Tea-hut thatch.** The rustic strand: one thick thatched hip roof (#A08A5C) with a heavy rounded ridge sits low over earthen mud walls (#B79C78), held at the corner by one bark-on log post (#5E4A38), with one small square crawl-in door. 6. **Copper repair.** A small gable roof of verdigris copper plates (#6E9C8A) carries one broad bright copper patch (#B87333) where it was mended, set over a plain hinoki-brown frame and one white plaster gable. 7. **Granite stair and veranda.** A broad hinoki veranda deck runs along a wall on a stepped granite plinth, reached by three wide granite steps, in the deep shade of the eave above. 8. **Round window.** One large round window, a third of the wall's width, is cut into a white plaster panel and framed by one thick dark-brown wooden ring, between two hinoki posts. 9. **Bronze finial.** The prestige crown: one tall bronze spire rises from the peak of a square charcoal roof, wrapped by five thick bronze rings evenly stacked and topped by one broad flame-shaped tip.

Environment motifs

Sheet: Not created

Landscape

Approved
Aerial
Reverse aerial
Props

Buildings

City in 3D

All buildings at their relative scale. Drag to orbit; double-click a building to focus.

Models will appear here once they are built.

Connections

Awaiting approval
All connections
Stepping Stones
Drum Bridge

Design system

Not created

The city’s design-system specimen will appear here once it is written.

City audio

Not created

The city’s audio will appear here once it is written.

Inhabitants

Character directions, briefs and animated models will appear here as they are created.