Arcade › Luxe Atelier
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Create a first-person 3D boutique-management game titled “Luxe Atelier,” set inside a compact, dark luxury fashion store. The player is a human first-person shopkeeper standing at about eye height, with WASD movement and mouse-look via pointer lock. Do not add jumping; movement is slow walking with subtle camera bob and synthesized footstep sounds. Use a warm cinematic Three.js-style presentation: polished cream marble floor with strong reflections, dark brown wood-paneled walls and ceiling, soft fog, warm gold/beige lighting, reflective metal trim, translucent blue-gray glass, and high-contrast shadows. The camera should show a premium but somewhat dim interior like the reference: ceiling-mounted rectangular warm light fixtures, display furniture, and a wide entrance in the front wall. Build the store layout from simple detailed 3D meshes. Make a 22 by 16 marble floor enclosed by walls roughly 4.2 units tall, with a back wall, side walls, and front wall sections leaving a central entrance. Add four glass display cases with dark wooden bases and transparent glass tops (two toward the back and two nearer the front/side areas), three low dark premium display tables, a back-left storage shelving unit with three shelves and vertical supports, and a checkout counter at the rear with a metallic cash register and small dark screen. The lighting should include warm ambient/hemisphere light, a strong warm directional key light with soft shadows, and a couple of warm accent point lights. Materials should feel PBR: cream reflective marble, dark wood/leather, muted fabric, bronze/gold metal, and lightly transparent glass. Populate the boutique with recognizable low-poly luxury products made from meshes. Include handbags with a leather rectangular body, flap, metallic torus handle, side hardware and zipper; shoes with sole, upper, heel and metallic buckle; hanging clothing/dresses with metallic hanger and fabric body/fold detail; and small dark jewelry boxes with a blue gem. Also place labeled tan inventory cartons on the back-left shelves. At startup, show products in the displays: at least one handbag and one shoe in the rear glass cases, clothing/jewelry and additional handbag/shoe items on the tables. Include five inventory boxes labeled or visually associated with BAGS, SHOES, JEWEL, CLOTH and LUXE. The initial game state is cash $52,400, level 03, satisfaction 82%, and inventory display 9 / 24 (the code’s actual initial inventory count is 9); customers served starts at zero. Core interaction is stocking and selling. Aim the center reticle/raycast from the camera. Click once to request pointer lock; while locked, click a nearby item to pick it up if it is within about 3.2 units. The player can pick up inventory boxes or displayed products. When an inventory box is picked up, show it attached in front of the camera as a carried object, then after about 0.42 seconds convert it into a handbag product. Carrying is shown in the bottom-center HUD. While carrying, click toward a nearby unoccupied stocking spot (within about 4 units) to place the item. Provide eight stocking locations: handbag, shoe, clothing and jewelry spots on the three display tables, glass cases and rear shelf. Placed products should become stocked merchandise, be removed from the carried camera view, occupy their slot, and decrement inventory count. If no stocking spot is successfully targeted, allow clicking the floor within about 5 units to drop the item. Press E to quick-drop a carried item onto the floor near the player. Press R to rotate the held item by 90 degrees. Play short synthesized pickup, placement, cash-register, and footstep sounds. Spawn up to three simple blocky humanoid customers using a low-poly character asset or equivalent. Customers enter from the front entrance, walk to a random browsing target, pause and look around for roughly 3.5–5.5 seconds, then check whether stocked merchandise is nearby. If they find stock, they have a chance to walk to the checkout counter at the back and purchase one stocked item; remove the sold item, add its price to cash, increment customers served, and increase satisfaction by 7. Use product prices consistent with the implementation: handbag 850, shoe 420, clothing 380, jewelry 1250, with a fallback sale value of 450. After buying, customers leave through the entrance. Customers have about 18 seconds of patience, drain patience over time, and if they lose patience they leave and satisfaction drops by 12, never below 35. Spawn two customers after short delays at startup, then periodically spawn more when fewer than three exist and satisfaction is above 40. If stocked merchandise falls below three items, periodically reduce satisfaction by 3, down to a minimum of 30. Satisfaction also slowly recovers after sales, capped at 100. Use an elegant fixed HUD over the 3D view. At top left, show a translucent nearly-black rounded panel with thin gold border, “CASH,” and large gold “$52,400,” updating with sales. At top right, show “Level 03,” a SATISFACTION label with a horizontal gold gradient bar initially filled to 82%, and “INVENTORY 9 / 24.” In the upper center, show a dark translucent mission panel with gold border reading “Stock the displays and serve customers. Click to grab & place items.” At bottom center, show a dark rounded carrying panel with a gold-outlined square reading EMPTY when not holding anything, plus CARRYING and Nothing; update it to the carried type such as Inventory or Handbag. At bottom right show “Click to interact • WASD to walk • Mouse to look” and beneath it “E to quick-drop • R to rotate held item.” Keep the HUD styling minimal, premium and readable: off-white text, gold accents, translucent charcoal panels, rounded corners, subtle blur/shadow. Implement progression exactly as a lightweight store loop: money increases on customer purchases; derive/update level from money thresholds around 18,000 per level, with the starting level 3 and a level-up message briefly replacing the mission text (for example, “Store upgraded to Level X! More space coming soon.”), then restore the stocking mission after about 4.2 seconds. Keep the playable environment focused on walking, grabbing, carrying, placing, stocking, customer purchasing, satisfaction and cash; do not add combat, menus, weapons, or unrelated minigames.