120 lines
8.3 KiB
Markdown
120 lines
8.3 KiB
Markdown
# The Joke Shop — Sunset Strip map notes
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The game's second venue is a fictional comedy club called **The Joke Shop**. Its
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block, canopy, blade sign, entrance and hillside are based on the real Comedy
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Store at **8433 Sunset Blvd, West Hollywood, CA 90069**.
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The club name and the game's guest stories are invented. The building is a
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stylized reconstruction, not a survey-accurate model: the playable frontage is
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27 m, while the real parcel is much deeper and contains several rooms that the
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game does not enter.
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## Real site
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| Item | Reference |
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| --- | --- |
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| Address | 8433 Sunset Blvd, West Hollywood, CA 90069, United States |
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| Real venue | The Comedy Store (comedy club and theatre) |
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| OpenStreetMap | Way [`428854155`](https://www.openstreetmap.org/way/428854155), centroid 34.095265, -118.373965 |
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| OSM tags | `amenity=theatre`, `building=commercial`, `height=12.2`, `start_date=1940`, `wikidata=Q3520350` |
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| Footprint | OSM polygon bounding box about **47.1 m × 41.2 m** across the club and rear parcels |
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| Street | Sunset Boulevard, a major east–west arterial on the Sunset Strip |
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| Setting | Dry Hollywood Hills directly behind the club, with houses and palms rising above the roofline |
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The building began as **Ciro's**, a 1940 nightclub; it became The Comedy Store
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in the early 1970s. Its street front is a low black hall under a deep,
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signature-covered canopy, with the circular blade sign above the roof, red
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curtains along the frontage and the main entrance set toward the west end. The
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hillside houses behind it are part of the silhouette from the sidewalk.
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## Measured proportions (vision-extracted from the local frames, 2026-11-03)
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`tools/describe_image.py` was used to read the gitignored `tmp/research/comedy-store/` frames
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(the harness cannot display images directly). Two frames disagreed on crop-dependent details, so
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the ranges below are the reconciled reading; the game spec is a deliberate compression.
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| Feature | Reference reading | Game spec | Reconciliation |
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| --- | --- | --- | --- |
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| Street frontage | ~35–40 m wide, parapet ~5.5–6 m (≈6:1 width:height), rounded corner | 27 m × 6.0 m | Facade height lowered 8.4 → 6.0 m (2026-11-03); width still compressed for the playable block |
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| Canopy | ~4–4.5 m projection, tilts forward noticeably | 4.9 m at 11° | Close; the forward pitch is confirmed |
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| Fascia band | black, 30–40 cm deep, marquee-bulb string | black `SignatureCanopy` fascia + `CanopySignatures` + bulbs | Matches; signatures now white |
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| Circular blade sign | ~3–4 m diameter white disc, red serif wordmark, pole-mounted | 3.9 m white disc, black wordmark, pole | Diameter matches; the game wordmark is black (fictional `THE JOKE SHOP`) |
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| Red curtain bays | 3–5 visible depending on frame, floor-length, tied-back mid-bay | 7 tied-back drapes | Count is crop-dependent; 7 is a readable stylization, not a defect |
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| Entrance | west end, recessed at the rounded corner | west end at x = -8.8, recessed | Matches |
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| Roofline | taller dark mass rises behind the right half | `RoofPlant` box at x = 5.5 | Matches |
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## How the map maps to the real site
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| Real element | Game implementation |
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| --- | --- |
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| Low black comedy hall | 27 m × 12 m footprint, 6.0 m street wall; matte black concrete surface with a low plinth and parapet |
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| Deep overhanging canopy | 4.9 m sloped slab dropping about 1 m to the outer fascia; the fascia carries white signature lettering and the club name |
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| Signature-covered front | Two `Label3D` signature bands on the fascia plus a smaller wall panel, so the handwriting reads at gameplay distance without dozens of decals |
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| Circular blade sign | 3.9 m white disc with a black rim on a roof pole; `THE JOKE SHOP` lettering faces the street |
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| Red curtains | Seven tied-back velvet drapes between the entrance and the east end — each cinched into an hourglass with a scalloped hem and dark recess between bays; a red velvet entrance curtain |
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| West-end entrance | Recessed opening at x = -8.8 m with a low step, brass pulls and the door-lock indicator |
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| Warm practicals | Sconces along the wall, canopy downlights, entrance wash and three ground uplights; all off in daylight and switched by `set_night_mode()` |
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| Neighbouring low-rise frontage | Cream Mediterranean block west (balconies, red awning) with a stepped-back 5–6 storey pink hotel tower behind it (`WestHotelTower`, the Ramada Plaza mass); white commercial block east (ribbon windows, lobby) |
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| Hillside and houses | Fog-free unshaded 60° ramp behind the rear wall with stucco houses, shrubs and palms; its tint drops to a dark silhouette at night |
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| Opposite side of Sunset | Low retail row, rooftop billboard, neon and palms as background context beyond the far kerb |
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| Sidewalk furniture | Palms, queue barriers, stanchions, bins, planters, a-frame sign, hydrant and a parked sedan; prop placements pass the shared validator |
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## Scene composition
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- **Frontage:** 27 m wide, façade centre at z = -8.0, front face at z = -2.0.
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- **Sidewalk:** 38 m wide × 14 m deep, meeting the kerb at z = 11.9.
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- **Street:** 90 m × 24 m, with the four-lane markings reused from the
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Hollywood block and a crosswalk in front of the entrance.
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- **Playable area:** x = -15…15, z = -0.6…14.0. The guard starts on the west
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side of the entrance at (-4.8, 0.1, 1.4), facing the approach.
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- **Map budget:** the headless audit measures **25,828 triangles across 518
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meshes**, well inside the 150k/700 test budget.
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The same geometry serves the day and late-night looks. There is no second baked
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map: the phase lighting, skyline/fog tint, lit windows and practicals change,
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just as with the Hollywood day/night rows.
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## Simplifications and limits
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- The real club's rear rooms, basement and roof plant are not modelled; the
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playable area is the street frontage only.
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- The 47 m OSM footprint includes rear parcels and does not match the 27 m
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street frontage; the game keeps the frontage proportions rather than the full
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lot.
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- Neighbouring businesses are represented by generic low-rise blocks. Their
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exact names and current tenants were not verified, so the docs do not claim
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them.
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- The hillside is a background ramp with simplified houses, not a terrain
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heightfield; it exists to restore the real silhouette above the roofline.
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- Signage uses the fictional **The Joke Shop** name, not the real Comedy Store
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wordmark.
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- The concept frames are photoreal; the game keeps its stylized, low-poly
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material treatment. The vision judge therefore still scores material and
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foliage detail below the reference. The remaining texture/realism work is
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tracked with the postponed 0.9.5 pass, not treated as a map-geometry defect.
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## References
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The old committed Comedy Store photo board was removed on 2026-11-03 in favour of a local-only
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research set under `tmp/research/comedy-store/` (owner override: development reference, never
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committed, no licence gate). The three-up board (real photo | generated concept | current capture)
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is in [`screens/boards/README.md`](screens/boards/README.md); its photo panel is a historical
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public-domain frame, and the current block reference now lives in the gitignored research folder.
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- OpenStreetMap way 428854155: <https://www.openstreetmap.org/way/428854155>
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- AI art-direction frames: [`screens/concepts/joke_shop/`](screens/concepts/joke_shop/README.md)
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- Local frames that changed a decision (gitignored, never committed):
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- `tmp/research/comedy-store/` facade/street/strip/visitor frames → the four
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`comedy_store_*` photo-anchored concept pairs and the map-recreation plan.
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- `tmp/research/comedy-store-hillside/` (public-domain hillside frame) → the photo anchor for
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`joke_shop_entrance_day-v2.png` (a less-branded frame that clears the image-recitation filter).
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- The hall wall uses the `dark_stucco` pick (1024 px, matte charcoal grain) instead of the grey
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paver tile, so the black stucco reads as the real club's flat plaster rather than masonry.
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- Verification: `godot --headless --path . --script res://src/test/test_runner.gd`
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(`test_joke_shop_uses_the_real_sunset_strip_layout`,
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`test_joke_shop_geometry_stays_inside_the_map_budget`), and
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`godot --path . --script res://src/test/capture_realism.gd -- --stages=joke_shop_day,joke_shop`.
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The committed gallery passed `tools/check_screenshots.sh` (13 good / 0 bad)
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and the screen-design judge (13/13 match, 0 diff). The latest local realism
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run reports a reference gap of 0.454 for the night entrance.
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