Updated readme

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@@ -180,12 +180,13 @@ For each body part `b`:
- Clothing on the ground can be picked up when the player is in range.
#### 6.3.4 Theft
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.
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.
- **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.
- **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.
- **Resets.** The grace timer resets when the player re-enters proximity of the item or when the player is inside a safe zone (apartment).
- **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.
- **Hiding spots** Items can be hidden in hiding spots where they're less likely to be stolen. Has chance to be stolen after sleeping.
#### 6.3.5 Rip & tear
- Moving through bushes, against walls, or other rough collisions decrements `condition`.
@@ -200,7 +201,7 @@ Theft applies to loose clothing on the ground and to bags placed in the world (s
- Blocked if another garment covers the same part (e.g., pants block coat's ass-expose).
- While exposed, the body part counts as fully uncovered for embarrassment math.
#### 6.3.7 Restrictive clothing
#### 6.3.7 Restrictive clothing*
- Cuffs, restrain bars and similar items lock hand-dependent actions (using phone, picking up items, masturbating).
- Can be removed by having key and spending some time to remove it.
@@ -218,20 +219,20 @@ Theft applies to loose clothing on the ground and to bags placed in the world (s
- There is no abstract "backpack" inventory. Total carry capacity = sum of container slots provided by currently equipped items.
### 6.6 Item loss summary table
| Situation | Outcome |
|---|---|
| Session ends safely | All carried / equipped / placed items persist. |
| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
| Session lost, item in equipped bag | Item persists (bag is on the player). |
| 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. |
| 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. |
| 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. |
| Situation | Outcome |
|-------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------|
| Session ends safely | All carried / equipped / placed items persist. |
| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
| Session lost, item in equipped bag | Item persists (bag is on the player). |
| 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. |
| 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. |
| 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. |
### 6.7 Consumables — Food
- Restores energy.
- May grant timed buffs (e.g., ramen: +stamina regen for 3h in-game).
- Buffs are typed and stackable per design (specifics TBD).
- Some foods require cooking (ingredients from convenience store), some are pre-made (from cafe).
- Some foods require cooking (ingredients from convenience store), some are pre-made (from café).
- Food is cooked via mini-games
- Slice ingredients via fruit ninja
- Stir ingredients via clicker(Mortal Kombat - Test your strength)
@@ -264,7 +265,7 @@ All attributes update in real time. Indoor and outdoor behavior is identical —
- Blurred peripheral vision.
- Player cannot tell whether NPCs are calling police or taking photos.
- No indicator of which NPCs noticed them.
- 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.
- 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.
### 7.3 Energy
- Drained by all activity. Base rate plus modifiers:
@@ -318,7 +319,7 @@ All attributes update in real time. Indoor and outdoor behavior is identical —
### 7.9 Followers & Money
- **Followers** — running total of forum followers. Used in subscriber-style follower-gain math when posting photos.
- Followers generate money each week.
- Followers generate money each day.
- More followers means more money for completing commissions.
- **Money (Yen)** — earned from commissions, livestream donations, selling worn underwear. Spent on rent, clothing, food, gym, beauty salon.
@@ -341,6 +342,8 @@ Movement should be implemented as a state machine on the character with clear tr
## 9. Phone
TODO: Add battery charge
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.
### 9.1 Camera
@@ -354,6 +357,7 @@ The phone is the player's diegetic UI hub. It can be used if it is in: hand, poc
- Generates donation income in real time. Income rate scales with exposure visible in the stream (similar logic to photo follower-gain math, but continuous).
- 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).
- Ending the stream returns earnings to the bank.
- TODO: Stream requests for huge donations
### 9.2 Gallery
- Lists all captured photos with metadata (time, location, equipped state, exposed parts).
@@ -379,24 +383,24 @@ The phone is the primary access point for the forum. See §13.
## 10. The City
### 10.1 Day / Night
| Phase | In-game time | Real time | Effects |
|---|---|---|---------------------------------------------------------------------------------------------------|
| Day | 08:00 → 20:00 | ~45 min | High NPC density. Faster embarrassment gain. Most shops open. |
| Night | 20:00 → 08:00 | ~45 min | Low NPC density. Slower embarrassment gain. Most shops closed. |
| Phase | In-game time | Real time | Effects |
|-------|---------------|-----------|----------------------------------------------------------------|
| Day | 08:00 → 20:00 | ~45 min | High NPC density. Faster embarrassment gain. Most shops open. |
| Night | 20:00 → 08:00 | ~45 min | Low NPC density. Slower embarrassment gain. Most shops closed. |
Police patrols ignore the day/night cycle: when the player has the `wanted` tag (§7.7), patrols spawn in both phases (§10.3).
Sleeping at home fast-forwards 8 hours.
### 10.2 NPC types
| NPC | Behavior |
|-------------------|---|
| **Walker** | Doesn't stop; reacts (animation/audio) but keeps walking. Low embarrassment contribution. |
| **Stalker** | Stops, stares. Sustained observation → faster embarrassment gain. |
| **Blogger** | Stops, takes photo. Photo → recognition increase. |
| **Snitch** | Stops, calls police. Triggers police spawn / wanted state if observed long enough. |
| **Harasser** | Walks toward player, attempts to grope. Player must evade. |
| **Police** | See §10.3. |
| NPC | Behavior |
|--------------|-------------------------------------------------------------------------------------------|
| **Walker** | Doesn't stop; reacts (animation/audio) but keeps walking. Low embarrassment contribution. |
| **Stalker** | Stops, stares. Sustained observation → faster embarrassment gain. |
| **Blogger** | Stops, takes photo. Photo → recognition increase. |
| **Snitch** | Stops, calls police. Triggers police spawn / wanted state if observed long enough. |
| **Harasser** | Walks toward player, attempts to grope. Player must evade. |
| **Police** | See §10.3. |
### 10.3 Police
- Spawn during both day and night while the player has the `wanted` tag (§7.7). Patrol fixed routes.
@@ -409,10 +413,10 @@ Sleeping at home fast-forwards 8 hours.
### 10.4 Locations
- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen.
- **Convenience store** — cooking ingredients.
- **Cafe** — pre-made food.
- **Café** — pre-made food.
- **Clothing shops** — various types, each with a different inventory mix.
- **Gym** — increase max energy. Costs energy in the process. Costs money.
- **Beauty salon** — boobs size, ass size, makeup, hair style, hair color.
- **Beauty salon** — boobs size, ass size, makeup, hairstyle, hair color.
- **Adult shop** — Buy adult toys.
- **Streets / parks / alleys** — commission space.
- **(TBD)** beach, train station, school exterior, hot springs, etc. — design pass needed for variety.
@@ -435,19 +439,19 @@ Restrictive clothing (§6.3.7) is removed by **Key + timed unlock action**:
- Order clothing. 1-day delivery.
### 11.3 Food shop (online)
- Order food. 1-day delivery.
- Order food. 1-2 hours delivery.
---
## 12. Shops & Services Summary
| Service | In-person | Online | Notes |
|---|---|----------|---|
| Clothing | Yes (multiple shop types) | Yes (PC) | Online has 1-day delay. |
| Food (ingredients) | Convenience store | Yes (PC) | Cooking required. |
| Food (pre-made) | Cafe | Yes (PC) | Eat immediately. |
| Gym | Yes (city) | No | Increases max energy. |
| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
| Service | In-person | Online | Notes |
|--------------------|---------------------------|----------|-----------------------------------|
| Clothing | Yes (multiple shop types) | Yes (PC) | Online has 1-day delay. |
| Food (ingredients) | Convenience store | Yes (PC) | Cooking required. |
| Food (pre-made) | Cafe | Yes (PC) | Eat immediately. |
| Gym | Yes (city) | No | Increases max energy. |
| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
---
@@ -455,6 +459,7 @@ Restrictive clothing (§6.3.7) is removed by **Key + timed unlock action**:
The forum is accessed via phone or PC. It is both diegetic and the primary mission UI.
TODO: Review
### 13.1 Weekly missions
- Generated at week start, semi-random, weighted by player path progression.
- Rewards: money, XP.
@@ -561,11 +566,11 @@ Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-
- Adult shop.
### 15.3 Tuning targets (placeholder)
| Tier | Daily income | Weekly rent | Notes |
|---|---|---|---|
| Early | ¥38k/day | ¥20k/week | Pressure forces commissions. |
| Mid | ¥1020k/day | ¥30k/week | Player can save / invest. |
| Late | ¥25k+/day | ¥50k/week | Livestream meta unlocked. |
| Tier | Daily income | Weekly rent | Notes |
|-------|--------------|-------------|------------------------------|
| Early | ¥38k/day | ¥20k/week | Pressure forces commissions. |
| Mid | ¥1020k/day | ¥30k/week | Player can save / invest. |
| Late | ¥25k+/day | ¥50k/week | Livestream meta unlocked. |
Numbers are placeholders for playtest calibration.
@@ -659,14 +664,14 @@ Clothing, commissions, food, NPC templates all live as `DataAssets` (or DataTabl
## 19. Risks & Mitigations
| Risk | Likelihood | Mitigation |
|---|---|---|
| Item-identity persistence is complex and error-prone. | High | Build save/load and item ID system first, before any content. Heavy testing. |
| GAS attribute interactions create unintended feedback loops (e.g., embarrassment ↔ recognition). | Med | Centralize modifier sources in a debug overlay. Lock down formula tests. |
| Procedural commissions feel repetitive. | High | Strong template variation, location/time-of-day modifiers, themed weekly arcs. |
| NPC density vs. performance. | Med | LOD'd AI: full pawns near player, instanced "extras" at distance. |
| 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. |
| Scope (90-day timer × 3 paths × commission variety). | High | Vertical slice first. Cut path content before cutting systems. |
| Risk | Likelihood | Mitigation |
|--------------------------------------------------------------------------------------------------|-----------------|----------------------------------------------------------------------------------------------------------------------------------------|
| Item-identity persistence is complex and error-prone. | High | Build save/load and item ID system first, before any content. Heavy testing. |
| GAS attribute interactions create unintended feedback loops (e.g., embarrassment ↔ recognition). | Med | Centralize modifier sources in a debug overlay. Lock down formula tests. |
| Procedural commissions feel repetitive. | High | Strong template variation, location/time-of-day modifiers, themed weekly arcs. |
| NPC density vs. performance. | Med | LOD'd AI: full pawns near player, instanced "extras" at distance. |
| 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. |
| Scope (90-day timer × 3 paths × commission variety). | High | Vertical slice first. Cut path content before cutting systems. |
---