Updated readme
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@@ -180,12 +180,13 @@ For each body part `b`:
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- Clothing on the ground can be picked up when the player is in range.
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#### 6.3.4 Theft
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Theft applies to loose clothing on the ground and to bags placed in the world (see §6.4). The model has two layers — a chance-based in-session roll and a deterministic sleep-loss handled in §4.4. Tuning placeholders below are resolved in §21.
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Theft applies to lose clothing on the ground and to bags placed in the world (see §6.4). The model has two layers — a chance-based in-session roll and a deterministic sleep-loss handled in §4.4. Tuning placeholders below are resolved in §21.
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- **Grace period.** Loose clothing on the ground is safe for `T_grace` minutes (TBD) after the player leaves it unattended. Bagged contents (bag set down in the world) get a longer grace period `T_grace_bag` (TBD, longer than `T_grace`); the bag protects its contents until then.
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- **Chance roll.** Once an item is past its grace period, each check tick is an independent roll at a flat probability `P_theft` (TBD %). The probability does **not** ramp with time — leaving an item out for 20 minutes is not strictly riskier per minute than leaving it out for 5 minutes; the only thing time does is give more independent rolls.
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- **Resets.** The grace timer resets when the player re-enters proximity of the item or when the player is inside a safe zone (apartment).
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- **Sleep is not handled here.** Sleeping (voluntary at home or via the energy-zero cutscene) is the deterministic side of the model — any clothing left outside the apartment at sleep time is guaranteed lost, regardless of where it sits in the grace / roll cycle. See §4.4.
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- **Hiding spots** Items can be hidden in hiding spots where they're less likely to be stolen. Has chance to be stolen after sleeping.
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#### 6.3.5 Rip & tear
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- Moving through bushes, against walls, or other rough collisions decrements `condition`.
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@@ -200,7 +201,7 @@ Theft applies to loose clothing on the ground and to bags placed in the world (s
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- Blocked if another garment covers the same part (e.g., pants block coat's ass-expose).
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- While exposed, the body part counts as fully uncovered for embarrassment math.
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#### 6.3.7 Restrictive clothing
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#### 6.3.7 Restrictive clothing*
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- Cuffs, restrain bars and similar items lock hand-dependent actions (using phone, picking up items, masturbating).
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- Can be removed by having key and spending some time to remove it.
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@@ -218,20 +219,20 @@ Theft applies to loose clothing on the ground and to bags placed in the world (s
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- There is no abstract "backpack" inventory. Total carry capacity = sum of container slots provided by currently equipped items.
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### 6.6 Item loss summary table
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| Situation | Outcome |
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|---|---|
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| Session ends safely | All carried / equipped / placed items persist. |
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| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
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| Session lost, item in equipped bag | Item persists (bag is on the player). |
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| Session lost, bag placed in world | Bag and contents are subject to the same theft chance as clothing (§6.3.4) and to sleep-loss if the player sleeps before retrieving them. |
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| In-session, clothing past the grace period | Each check is a flat chance of theft (§6.3.4). Picking the item back up resets the grace timer. |
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| Sleep with clothing left outside the apartment (voluntary or forced energy-zero cutscene) | **Guaranteed** loss of every clothing item left outside, regardless of grace / chance state. |
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| Situation | Outcome |
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|-------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------|
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| Session ends safely | All carried / equipped / placed items persist. |
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| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
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| Session lost, item in equipped bag | Item persists (bag is on the player). |
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| Session lost, bag placed in world | Bag and contents are subject to the same theft chance as clothing (§6.3.4) and to sleep-loss if the player sleeps before retrieving them. |
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| In-session, clothing past the grace period | Each check is a flat chance of theft (§6.3.4). Picking the item back up resets the grace timer. |
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| Sleep with clothing left outside the apartment (voluntary or forced energy-zero cutscene) | **Guaranteed** loss of every clothing item left outside, regardless of grace / chance state. |
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### 6.7 Consumables — Food
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- Restores energy.
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- May grant timed buffs (e.g., ramen: +stamina regen for 3h in-game).
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- Buffs are typed and stackable per design (specifics TBD).
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- Some foods require cooking (ingredients from convenience store), some are pre-made (from cafe).
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- Some foods require cooking (ingredients from convenience store), some are pre-made (from café).
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- Food is cooked via mini-games
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- Slice ingredients via fruit ninja
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- Stir ingredients via clicker(Mortal Kombat - Test your strength)
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@@ -264,7 +265,7 @@ All attributes update in real time. Indoor and outdoor behavior is identical —
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- Blurred peripheral vision.
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- Player cannot tell whether NPCs are calling police or taking photos.
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- No indicator of which NPCs noticed them.
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- Reset by **masturbating** (consumes more energy than usual, modified by `energyDrainMasturbateModifier`). Masturbation is a Slut-path unlock (§5.1) — players who haven't taken that path cannot reset lust within a session and must accept the max-lust handicaps above until they sleep.
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- Reset by **masturbating** (consumes more energy than usual, modified by `energyDrainMasturbateModifier`). Masturbation is a Slut-path unlock (§5.1) — players who haven't taken that path cannot reset lust within a session and must accept the max-lust handicaps above until they go home and masturbate in home before sleep.
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### 7.3 Energy
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- Drained by all activity. Base rate plus modifiers:
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@@ -318,7 +319,7 @@ All attributes update in real time. Indoor and outdoor behavior is identical —
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### 7.9 Followers & Money
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- **Followers** — running total of forum followers. Used in subscriber-style follower-gain math when posting photos.
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- Followers generate money each week.
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- Followers generate money each day.
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- More followers means more money for completing commissions.
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- **Money (Yen)** — earned from commissions, livestream donations, selling worn underwear. Spent on rent, clothing, food, gym, beauty salon.
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@@ -341,6 +342,8 @@ Movement should be implemented as a state machine on the character with clear tr
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## 9. Phone
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TODO: Add battery charge
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The phone is the player's diegetic UI hub. It can be used if it is in: hand, pocket (pants with phone-sized container slot), or equipped bag. **Exception:** the livestream app (§9.1.1) continues to operate while the phone is placed in the world, so the player can keep streaming after setting the phone down for a back-camera shot.
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### 9.1 Camera
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@@ -354,6 +357,7 @@ The phone is the player's diegetic UI hub. It can be used if it is in: hand, poc
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- Generates donation income in real time. Income rate scales with exposure visible in the stream (similar logic to photo follower-gain math, but continuous).
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- Recommended implementation: livestream is a `StreamSession` object owned by the phone, tickable, with `viewerCount`, `tipRate`, and `streamQualityScore` (a function of what the camera sees and player attributes).
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- Ending the stream returns earnings to the bank.
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- TODO: Stream requests for huge donations
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### 9.2 Gallery
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- Lists all captured photos with metadata (time, location, equipped state, exposed parts).
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@@ -379,24 +383,24 @@ The phone is the primary access point for the forum. See §13.
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## 10. The City
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### 10.1 Day / Night
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| Phase | In-game time | Real time | Effects |
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|---|---|---|---------------------------------------------------------------------------------------------------|
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| Day | 08:00 → 20:00 | ~45 min | High NPC density. Faster embarrassment gain. Most shops open. |
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| Night | 20:00 → 08:00 | ~45 min | Low NPC density. Slower embarrassment gain. Most shops closed. |
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| Phase | In-game time | Real time | Effects |
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|-------|---------------|-----------|----------------------------------------------------------------|
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| Day | 08:00 → 20:00 | ~45 min | High NPC density. Faster embarrassment gain. Most shops open. |
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| Night | 20:00 → 08:00 | ~45 min | Low NPC density. Slower embarrassment gain. Most shops closed. |
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Police patrols ignore the day/night cycle: when the player has the `wanted` tag (§7.7), patrols spawn in both phases (§10.3).
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Sleeping at home fast-forwards 8 hours.
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### 10.2 NPC types
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| NPC | Behavior |
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|-------------------|---|
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| **Walker** | Doesn't stop; reacts (animation/audio) but keeps walking. Low embarrassment contribution. |
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| **Stalker** | Stops, stares. Sustained observation → faster embarrassment gain. |
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| **Blogger** | Stops, takes photo. Photo → recognition increase. |
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| **Snitch** | Stops, calls police. Triggers police spawn / wanted state if observed long enough. |
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| **Harasser** | Walks toward player, attempts to grope. Player must evade. |
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| **Police** | See §10.3. |
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| NPC | Behavior |
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|--------------|-------------------------------------------------------------------------------------------|
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| **Walker** | Doesn't stop; reacts (animation/audio) but keeps walking. Low embarrassment contribution. |
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| **Stalker** | Stops, stares. Sustained observation → faster embarrassment gain. |
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| **Blogger** | Stops, takes photo. Photo → recognition increase. |
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| **Snitch** | Stops, calls police. Triggers police spawn / wanted state if observed long enough. |
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| **Harasser** | Walks toward player, attempts to grope. Player must evade. |
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| **Police** | See §10.3. |
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### 10.3 Police
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- Spawn during both day and night while the player has the `wanted` tag (§7.7). Patrol fixed routes.
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@@ -409,10 +413,10 @@ Sleeping at home fast-forwards 8 hours.
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### 10.4 Locations
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- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen.
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- **Convenience store** — cooking ingredients.
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- **Cafe** — pre-made food.
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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, hair style, hair color.
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- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color.
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- **Adult shop** — Buy adult toys.
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- **Streets / parks / alleys** — commission space.
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- **(TBD)** beach, train station, school exterior, hot springs, etc. — design pass needed for variety.
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@@ -435,19 +439,19 @@ Restrictive clothing (§6.3.7) is removed by **Key + timed unlock action**:
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- Order clothing. 1-day delivery.
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### 11.3 Food shop (online)
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- Order food. 1-day delivery.
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- Order food. 1-2 hours delivery.
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---
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## 12. Shops & Services Summary
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| Service | In-person | Online | Notes |
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|---|---|----------|---|
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| Clothing | Yes (multiple shop types) | Yes (PC) | Online has 1-day delay. |
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| Food (ingredients) | Convenience store | Yes (PC) | Cooking required. |
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| Food (pre-made) | Cafe | Yes (PC) | Eat immediately. |
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| Gym | Yes (city) | No | Increases max energy. |
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| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
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| Service | In-person | Online | Notes |
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|--------------------|---------------------------|----------|-----------------------------------|
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| Clothing | Yes (multiple shop types) | Yes (PC) | Online has 1-day delay. |
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| Food (ingredients) | Convenience store | Yes (PC) | Cooking required. |
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| Food (pre-made) | Cafe | Yes (PC) | Eat immediately. |
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| Gym | Yes (city) | No | Increases max energy. |
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| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
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---
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@@ -455,6 +459,7 @@ Restrictive clothing (§6.3.7) is removed by **Key + timed unlock action**:
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The forum is accessed via phone or PC. It is both diegetic and the primary mission UI.
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TODO: Review
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### 13.1 Weekly missions
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- Generated at week start, semi-random, weighted by player path progression.
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- Rewards: money, XP.
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@@ -561,11 +566,11 @@ Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-
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- Adult shop.
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### 15.3 Tuning targets (placeholder)
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| Tier | Daily income | Weekly rent | Notes |
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|---|---|---|---|
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| Early | ¥3–8k/day | ¥20k/week | Pressure forces commissions. |
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| Mid | ¥10–20k/day | ¥30k/week | Player can save / invest. |
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| Late | ¥25k+/day | ¥50k/week | Livestream meta unlocked. |
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| Tier | Daily income | Weekly rent | Notes |
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|-------|--------------|-------------|------------------------------|
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| Early | ¥3–8k/day | ¥20k/week | Pressure forces commissions. |
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| Mid | ¥10–20k/day | ¥30k/week | Player can save / invest. |
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| Late | ¥25k+/day | ¥50k/week | Livestream meta unlocked. |
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Numbers are placeholders for playtest calibration.
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@@ -659,14 +664,14 @@ Clothing, commissions, food, NPC templates all live as `DataAssets` (or DataTabl
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## 19. Risks & Mitigations
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| Risk | Likelihood | Mitigation |
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|---|---|---|
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| Item-identity persistence is complex and error-prone. | High | Build save/load and item ID system first, before any content. Heavy testing. |
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| GAS attribute interactions create unintended feedback loops (e.g., embarrassment ↔ recognition). | Med | Centralize modifier sources in a debug overlay. Lock down formula tests. |
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| Procedural commissions feel repetitive. | High | Strong template variation, location/time-of-day modifiers, themed weekly arcs. |
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| NPC density vs. performance. | Med | LOD'd AI: full pawns near player, instanced "extras" at distance. |
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| Adult-content distribution constraints. | High (business) | Plan for Steam-incompatible content split / Patreon / itch / direct distribution from day one. Out of scope for this GDD but flag now. |
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| Scope (90-day timer × 3 paths × commission variety). | High | Vertical slice first. Cut path content before cutting systems. |
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| Risk | Likelihood | Mitigation |
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|--------------------------------------------------------------------------------------------------|-----------------|----------------------------------------------------------------------------------------------------------------------------------------|
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| Item-identity persistence is complex and error-prone. | High | Build save/load and item ID system first, before any content. Heavy testing. |
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| GAS attribute interactions create unintended feedback loops (e.g., embarrassment ↔ recognition). | Med | Centralize modifier sources in a debug overlay. Lock down formula tests. |
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| Procedural commissions feel repetitive. | High | Strong template variation, location/time-of-day modifiers, themed weekly arcs. |
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| NPC density vs. performance. | Med | LOD'd AI: full pawns near player, instanced "extras" at distance. |
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| Adult-content distribution constraints. | High (business) | Plan for Steam-incompatible content split / Patreon / itch / direct distribution from day one. Out of scope for this GDD but flag now. |
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| Scope (90-day timer × 3 paths × commission variety). | High | Vertical slice first. Cut path content before cutting systems. |
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---
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