Completed phase 1
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@@ -580,7 +580,7 @@ Sleeping at home fast-forwards 8 hours.
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- **Café** — pre-made food.
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- **Clothing shops** — various types, each with a different inventory mix.
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- **Gym** — increase max energy. Costs energy in the process. Costs money.
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- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color.
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- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color. See §10.4.3 for makeup details.
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- **Adult shop** — Buy sex toys for the `Nipples`, `Anal`, and `Vagina` toy slots (§6.5).
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- **Electronics shop** — Buy upgraded phone models. Sells the Mid and Pro tiers (§9.9). In-person only; no online variant.
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- **Streets / parks / alleys** — commission space.
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@@ -629,6 +629,28 @@ The mixed pacing is deliberate: slots are the "fast burn," tables are the "time
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- Casino is both an income source and a money sink. Net EV per session is negative on average; spikes are possible.
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- Casino income is logged in the Bank app's income breakdown (§9.4) as a distinct line item; net losses appear in the corresponding spending breakdown.
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#### 10.4.3 Beauty salon — makeup
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Makeup is a persistent appearance state on the player. It has no gameplay effect — no stat changes, no recognition modifiers, no path requirements — it is purely visual.
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**Presets:** Five fixed options, selected from a menu at the salon counter:
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| Preset | Description |
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|-----------|--------------------------|
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| `None` | No makeup (bare face). |
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| `Natural` | Subtle, everyday look. |
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| `Glam` | Full glam / bold lips. |
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| `Gothic` | Dark tones, heavy liner. |
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| `Flashy` | Vivid color, expressive. |
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**Cost:** A single universal "change makeup" fee (flat Yen amount, TBD §21), charged whenever the player switches to any preset including `None`. Leaving with the same preset is a no-op and costs nothing.
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**Persistence:** The active preset is stored as a single value in the save game and restored on load. It stays until changed at the salon — there is no time limit or degradation.
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**Visual implementation:** Each preset maps to a material parameter on the player mesh. C++ stores and broadcasts the value; Blueprint applies the material change. No mesh/material logic lives in C++.
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**Scope:** Beauty salon only. No apartment mirror, no phone app, no mid-session change. Keep it simple.
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---
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## 11. PC (at home)
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@@ -685,6 +707,8 @@ The forum is accessed via phone or PC. It is both diegetic and the primary missi
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> **Forum scope:** The forum surface is intentionally minimal — the **commission board** (§13.1 / §13.2) and the **player's own profile**. There are no other users to browse, no threads, no popular-posts feed. The forum exists to drive the gameplay loop, not to simulate a social network.
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> **Forum lore — commission posters:** Each commission listing on the board displays a username of the forum member who posted it. This is purely a lore / atmosphere detail — it has no gameplay effect, cannot be interacted with, and does not affect rewards or progression. The forum has a fixed, limited pool of fictional usernames; each generated commission is attributed to one of them at generation time. The same username may appear on multiple commissions. The pool exists only to make the board feel like a living community rather than an anonymous feed.
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### 13.4 Commission generation
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Commissions should be procedural with template-driven content. Recommended template structure:
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```
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@@ -749,6 +773,7 @@ Radial or hotbar accessible mid-session. Actions:
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- Drop bag / pick up bag.
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- Masturbate (Slut-path unlock, §5.1 — entry hidden until unlocked).
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- Crouch / stand.
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- Open emote wheel (§14.5).
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### 14.2 HUD (in-session)
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- Attribute bars (energy, stamina, embarrassment, lust) — minimal/peripheral when low, more prominent when nearing thresholds.
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@@ -760,6 +785,29 @@ Radial or hotbar accessible mid-session. Actions:
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### 14.3 Out-of-session UI
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Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-fiction menus where possible.
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### 14.5 Emote wheel
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A dedicated radial wheel for selecting a facial expression / pose. Available at any time during a session, not limited to photo mode.
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**Emotes (fixed set):**
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| Emote | Description |
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|------------|------------------------------------|
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| `Neutral` | Default resting expression. |
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| `Smile` | Warm, natural smile. |
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| `Sultry` | Half-lidded, confident look. |
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| `Shy` | Eyes down, flustered expression. |
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| `Playful` | Grin, light mischief energy. |
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**Lifecycle:**
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- Opening the wheel **pauses movement** for the moment of selection; closing without selecting does nothing.
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- On selection the emote plays and a timer starts (duration TBD §21). When the timer expires the player returns to their default expression automatically.
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- Any **movement input** (walk, run, crouch) cancels the emote immediately.
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- Taking a **photo or being live on stream** does not cancel the emote — whatever expression is active at shutter time is captured. This is the primary motivation for the system.
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- Only one emote can be active at a time; opening the wheel and selecting a new one replaces the current one and resets the timer.
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**Implementation notes:** C++ stores the active `EPlayerEmote` enum value and owns the timer. On change it fires a delegate; the Animation Blueprint listens and blends to the matching facial animation / morph target. No gameplay stats are affected.
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### 14.4 Accessibility & comfort
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- Subtitle support for any voiced dialogue.
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- Camera "place" via voice command must have a non-voice fallback (hotkey).
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