# The House in the Pines — Master Production & Asset Build Checklist

This library contains **247 cataloged production assets**—including **152 visual reference sheets across 21 development batches**, the **36-sheet Terrain Reference Suite (`00`–`35`)** with 31 interactive tabs and 44 terrain files, **20 tactical survival hardware dossiers**, **6 diegetic June Vale cassette logs**, and standalone **Roblox storefront badges and gamepasses**.

Use this checklist (or the interactive **`localStorage` Build Checklist** inside [`index.html`](index.html#checklist)) to track your Roblox Studio production from initial heightmap import to final release.

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## Phase 1: Terrain Import & Voxel Engineering (`terrain-reference/` — 36 Master Sheets / 31 Interactive Showcase Tabs)

- [ ] **Import 1024×1024 Heightmap & Colormap**: In Roblox Studio's Terrain Editor → Create → Import, load [`terrain-reference/house-in-the-pines-heightmap-1024.png`](terrain-reference/house-in-the-pines-heightmap-1024.png) and [`terrain-reference/house-in-the-pines-colormap-1024.png`](terrain-reference/house-in-the-pines-colormap-1024.png) at `Position = (0, 0, 0)` and `Size = (2048, 256, 2048)` studs (`4 studs/voxel`).
- [ ] **Flatten Fixed-Y Building Terraces** ([`16-step-by-step-roblox-terrain-sculpting-workflow.png`](terrain-reference/16-step-by-step-roblox-terrain-sculpting-workflow.png), [`20-regional-terrain-detail-cabin-terrace-and-shed-bench.png`](terrain-reference/20-regional-terrain-detail-cabin-terrace-and-shed-bench.png)):
  - [ ] Escape Gate & Washout Pad (SW): `Y = +8m (32 studs)`
  - [ ] Cabin Clearing & Porch Pad (Center, `68 × 54 st`): `Y = +16m (64 studs)`
  - [ ] Generator Workshed Bench (East, `36 × 28 st`): `Y = +18m (72 studs)`
  - [ ] Fire Watchtower Crown (North Peak, `40 × 40 st`): `Y = +42m (168 studs)`
- [ ] **Excavate Underground Voxel Cavities** ([`12-underground-cellar-and-tunnel-excavation.png`](terrain-reference/12-underground-cellar-and-tunnel-excavation.png), [`house-in-the-pines-water-and-excavation-mask-1024.png`](terrain-reference/house-in-the-pines-water-and-excavation-mask-1024.png)):
  - [ ] Subtract `24 × 12 × 28 studs` beneath the cabin for the Storm Cellar & Radio Vault (`Y = +6.5m to +16m`).
  - [ ] Subtract `24 × 10 × 8 studs` at the SW road washout for the Flooded Culvert Trench (`Y = +1.5m`).
  - [ ] Line voxel walls with `2-stud` dark slate backing parts to prevent sub-surface light bleed.
- [ ] **Paint Voxel Material Layers** ([`06-roblox-terrain-materials-and-layering.png`](terrain-reference/06-roblox-terrain-materials-and-layering.png), [`house-in-the-pines-biome-mask-1024.png`](terrain-reference/house-in-the-pines-biome-mask-1024.png)):
  - [ ] `LeafyGrass` (`#2E473B`) across the pine forest floor.
  - [ ] `Ground` (`#5C4938`) + `Mud` (`#3B2F26`) along the `14-stud` crowned trail and wetland rim.
  - [ ] `Rock` (`#2B353C`) + `Slate` (`#3E4A52`) on cliffs and slopes `> 48°`.
  - [ ] Fill `Terrain.Water` (`#1D323A`, Transparency `0.35`) in the East Pond Basin (`Y = +2m`) and Stream Ravine pools.
- [ ] **Verify Natural Cliff Barriers & NavMesh** ([`08-cliff-ledges-and-natural-barriers.png`](terrain-reference/08-cliff-ledges-and-natural-barriers.png), [`18-slope-angle-and-walkability-navmesh-map.png`](terrain-reference/18-slope-angle-and-walkability-navmesh-map.png)):
  - [ ] Set `Humanoid.MaxSlopeAngle = 46°` so outer slate cliffs (`> 48°`) form an organic, invisible-wall-free world boundary.

---

## Phase 2: Modular Cabin, Cellar & Property Architecture (Batches 1–8)

- [ ] **Full Cabin Floorplan & Progression Route** ([`visual-batch-06/first-release/01-complete-house-floorplan-and-route.png`](visual-batch-06/first-release/01-complete-house-floorplan-and-route.png)):
  - [ ] Assemble `11-stud` timber walls, `8-stud` door frames, stone foundation piers, and porch deck (`+2 studs` above `Y = +16m` pad) using [`23-voxel-to-mesh-blending-and-micro-topography.png`](terrain-reference/23-voxel-to-mesh-blending-and-micro-topography.png).
- [ ] **Porch Safe Zone** ([`visual-batch-05/first-release/02-porch-light-and-safe-zone.png`](visual-batch-05/first-release/02-porch-light-and-safe-zone.png)):
  - [ ] Bulkhead Porch Lamp (`PointLight`, `#F1B45E`, Range `24 studs`), Pinned Warning Note, Porch Bench, Rain Barrel, and Under-Porch Lattice Hiding Hatch.
- [ ] **Foyer & Entry Hallway** ([`visual-batch-05/first-release/01-foyer-and-hallway-kit.png`](visual-batch-05/first-release/01-foyer-and-hallway-kit.png)):
  - [ ] Deadbolt Front Door, Guestbook Podium, Coat Rack, 30A Wall Fuse Box, Boarded Window, and Cellar Trapdoor.
- [ ] **Living Room, Kitchen, Bedroom & Cellar** ([`visual-batch-01/first-release/03-house-and-forest.png`](visual-batch-01/first-release/03-house-and-forest.png), [`visual-batch-07/first-release/03-environmental-storytelling-and-micro-clues.png`](visual-batch-07/first-release/03-environmental-storytelling-and-micro-clues.png)):
  - [ ] Cast-iron stove, dining table, pantry shelves, high-frame cabin bed, wooden wardrobe, and cellar radio room.
- [ ] **Washed-Out Road & Escape Gate** ([`visual-batch-05/first-release/03-washed-out-road-and-escape-gate.png`](visual-batch-05/first-release/03-washed-out-road-and-escape-gate.png)):
  - [ ] Mudslide rocks, fallen pine trunks, chain & padlock, gate keyhole post, and dawn exit trail.

---

## Phase 3: Electrical Grid, Generator & Radio Puzzles (Batches 5–8)

- [ ] **Shed Generator Power Restoration** ([`visual-batch-06/first-release/02-shed-generator-puzzle-kit.png`](visual-batch-06/first-release/02-shed-generator-puzzle-kit.png)):
  - [ ] 3-state interaction: `1. Dead / Missing Crank` → `2. Insert Detachable Hand Crank & Prime Choke` → `3. Running (30A Output Restored)`.
- [ ] **Foyer 30A Circuit Breaker Load Puzzle** ([`visual-batch-08/first-release/03-fuse-box-wiring-and-breaker-puzzles.png`](visual-batch-08/first-release/03-fuse-box-wiring-and-breaker-puzzles.png)):
  - [ ] Replace blown `30A` cartridge fuse; balance `30A` total capacity across `Porch Safe Lamp (15A)`, `Cellar Radio (10A)`, `House Sconces (10A)`, and `Shed Floodlight (10A)`.
- [ ] **Cellar Shortwave Radio Tuning (`142.8 MHz`)** ([`visual-batch-05/first-release/05-cellar-radio-puzzle-closeup.png`](visual-batch-05/first-release/05-cellar-radio-puzzle-closeup.png)):
  - [ ] Rotary tuning dial (`118.0–160.0 MHz`), signal strength meter, and `142.8 MHz` transmission unlocking the Dawn Escape Gate sequence.

---

## Phase 4: Characters, The Visitor AI & Stealth Systems (Batches 1, 5, 6, 7, 8)

- [ ] **Character Rigs & Sanity/Flashlight Systems**:
  - [ ] **The Caretaker** (`5.5 studs`, [`visual-batch-01/first-release/01-caretaker-turnaround.png`](visual-batch-01/first-release/01-caretaker-turnaround.png)) + Fear & Flashlight Systems ([`visual-batch-07/first-release/01-sanity-fear-and-flashlight-systems.png`](visual-batch-07/first-release/01-sanity-fear-and-flashlight-systems.png)).
  - [ ] **June Vale** (`5.5 studs`, [`visual-batch-05/first-release/06-june-vale-turnaround.png`](visual-batch-05/first-release/06-june-vale-turnaround.png)).
  - [ ] **The Visitor** (`7.0 studs`, [`visual-batch-01/first-release/02-visitor-turnaround.png`](visual-batch-01/first-release/02-visitor-turnaround.png)).
- [ ] **Visitor Acoustic AI & Close-Encounter QTE** ([`visual-batch-05/first-release/07-visitor-mimicry-and-stalking.png`](visual-batch-05/first-release/07-visitor-mimicry-and-stalking.png), [`visual-batch-08/first-release/02-visitor-encounter-and-escape-qte.png`](visual-batch-08/first-release/02-visitor-encounter-and-escape-qte.png)):
  - [ ] Implement outer/inner patrol loops, voice echo mimicry, window peering, porch light recoil (`< 24 st`), and close-encounter struggle QTE.
  - [ ] Acoustic detection rings ([`terrain-reference/11-visitor-acoustic-and-patrol-heatmap.png`](terrain-reference/11-visitor-acoustic-and-patrol-heatmap.png), [`visual-batch-07/first-release/04-audio-lure-and-trap-interactions.png`](visual-batch-07/first-release/04-audio-lure-and-trap-interactions.png)).
- [ ] **Stealth Hiding Spots & Non-Lethal Survival Tools** ([`visual-batch-06/first-release/03-hiding-spots-and-stealth-mechanics.png`](visual-batch-06/first-release/03-hiding-spots-and-stealth-mechanics.png), [`visual-batch-05/first-release/08-distraction-and-survival-tools.png`](visual-batch-05/first-release/08-distraction-and-survival-tools.png)):
  - [ ] 4 peekable hiding spots: Wooden Wardrobe, High-Frame Cabin Bed, Under-Porch Lattice, and Tall Shed Locker.
  - [ ] 6 non-lethal survival items: Throwable Glass Bottle, Wind-Up Timer Decoy, Acoustic Pocket Lure, Amber Signal Flare, Heavy Padlock & Chain, and Spare Fuse & Batteries.

---

## Phase 5: Investigation Lore, Audio Cues & 4 Endings (Batches 1, 5, 6, 7, 8)

- [ ] **June Vale's Investigation Clues & 6 Cassette Tapes** ([`visual-batch-05/first-release/04-june-vale-lore-clues.png`](visual-batch-05/first-release/04-june-vale-lore-clues.png), [`visual-batch-08/first-release/04-secret-collectibles-and-june-tapes.png`](visual-batch-08/first-release/04-secret-collectibles-and-june-tapes.png)):
  - [ ] Shelter Guestbook (*"Made it home"*), Porch Warning Note (*"Keep the porch light on"*), Polaroids, Trail Map, and Tapes `#1–#6`.
- [ ] **Acoustic Horror Subtitles & Diegetic Journal UI** ([`visual-batch-06/first-release/05-sound-and-acoustic-cues-guide.png`](visual-batch-06/first-release/05-sound-and-acoustic-cues-guide.png), [`visual-batch-07/first-release/05-diegetic-ui-and-journal-inspection.png`](visual-batch-07/first-release/05-diegetic-ui-and-journal-inspection.png)):
  - [ ] Warm Cream (`#EAE0C8`) human captions vs. Cold Mist Blue (`#92A5BC`) Visitor mimicry captions; 3D clue inspection UI.
- [ ] **5-Stage Night Progression & 4 Playable Endings** ([`visual-batch-07/first-release/02-weather-escalation-and-night-progression.png`](visual-batch-07/first-release/02-weather-escalation-and-night-progression.png), [`visual-batch-08/first-release/01-multiple-endings-and-post-game-grades.png`](visual-batch-08/first-release/01-multiple-endings-and-post-game-grades.png)):
  - [ ] 5-stage night progression (`21:00` Dusk to `06:00` Dawn) and 4 endings (*Made It Home*, *Ranger Rescue*, *Answered the Call*, *The New Caretaker*).

---

## Phase 6: Storefront Exports & Post-Release Expansions (`storefront-exports/` & Batches 5–8)

- [ ] **Upload Ready-to-Use Storefront Assets** (`storefront-exports/`):
  - [ ] [`roblox-game-thumbnail-16x9.png`](storefront-exports/roblox-game-thumbnail-16x9.png) & [`roblox-game-icon-1x1.png`](storefront-exports/roblox-game-icon-1x1.png)
  - [ ] 5 Achievement Badges: [`badge-01-first-shift.png`](storefront-exports/badge-01-first-shift.png), [`badge-02-keep-the-porch-light-on.png`](storefront-exports/badge-02-keep-the-porch-light-on.png), [`badge-03-voice-in-the-static.png`](storefront-exports/badge-03-voice-in-the-static.png), [`badge-04-what-happened-to-june.png`](storefront-exports/badge-04-what-happened-to-june.png), [`badge-05-dawn-at-the-gate.png`](storefront-exports/badge-05-dawn-at-the-gate.png)
- [ ] **Optional Expansion Kits (Batches 5–8)**:
  - [ ] [`visual-batch-05/expansion/01-fire-watchtower-and-outpost.png`](visual-batch-05/expansion/01-fire-watchtower-and-outpost.png) (`Y = +42m`)
  - [ ] [`visual-batch-06/expansion/01-covered-bridge-and-ravine-kit.png`](visual-batch-06/expansion/01-covered-bridge-and-ravine-kit.png) (`Y = +12m`)
  - [ ] [`visual-batch-06/expansion/02-abandoned-logging-mill-kit.png`](visual-batch-06/expansion/02-abandoned-logging-mill-kit.png) (`Y = +9.5m`)
  - [ ] [`visual-batch-07/expansion/01-overgrown-greenhouse-and-root-cellar.png`](visual-batch-07/expansion/01-overgrown-greenhouse-and-root-cellar.png) (`Y = +14.5m`)
  - [ ] [`visual-batch-07/expansion/02-flooded-culvert-and-storm-drain-kit.png`](visual-batch-07/expansion/02-flooded-culvert-and-storm-drain-kit.png) (`Y = +1.5m`)
  - [ ] [`visual-batch-08/expansion/01-collapsed-radio-relay-and-ridge-bunker.png`](visual-batch-08/expansion/01-collapsed-radio-relay-and-ridge-bunker.png) (`Y = +44m`)
  - [ ] [`visual-batch-08/expansion/02-sunken-boathouse-and-mist-pier-kit.png`](visual-batch-08/expansion/02-sunken-boathouse-and-mist-pier-kit.png) (`Y = +2m`)
