updated readme

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2026-05-22 23:39:51 +03:00
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@@ -357,56 +357,52 @@ 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. Police patrols spawn. 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. Police patrols spawn when `wanted`. Most shops closed. |
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. |
| **Paparazzi** | 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. |
| **Helper** (rare) | Friendly NPC. Can remove restrictive clothing (cuffs) for free. Random spawn, not guaranteed to appear when needed. See §10.4. |
| **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 each night, patrol routes.
- Spawn each night when `wanted`, patrol routes.
- Detect player if face not hidden, or if revealing/no clothing.
- On detection: chase begins.
- If player breaks line of sight: police patrol last known position for a timer, then disengage.
- `wanted` persists across sessions until cleared.
- **Wanted poster mechanic:** wanted posters spawn in the city. Tearing them all down stops police spawning until further story triggers.
- **Wanted poster mechanic:** wanted posters spawn in the city. Tearing them all down stops police spawning until further triggers.
### 10.4 Locations
- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen, home gym (optional unlock).
- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen.
- **Convenience store** — cooking ingredients.
- **Cafe** — pre-made food.
- **Clothing shops** — various types, each with a different inventory mix.
- **Gym** — increase max energy. Costs energy in the process. Possibly costs money.
- **Gym** — increase max energy. Costs energy in the process. Costs money.
- **Beauty salon** — boobs size, ass size, makeup, hair style, hair color.
- **Adult shop** — paid service to remove restrictive clothing (cuffs, etc.). Reliable but costs money and requires the player to travel there while restricted. Unlocked at a TBD Slave-path level (since cuffs are Slave-path content, the shop being a Slave-path service makes thematic and gating sense).
- **Adult shop** — Buy adult toys.
- **Streets / parks / alleys** — commission space.
- **(TBD)** beach, train station, school exterior, hot springs, etc. — design pass needed for variety.
#### 10.4.1 Cuff / restraint removal
Two paths for removing restrictive clothing:
1. **Adult shop** — reliable, costs money, fixed location. Player must travel there while restricted (which is the cost — both monetary and risk-of-exposure since hands are limited en route).
2. **Helper NPC** — rare random spawn, free. Cannot be relied upon. Creates emergent "lucky encounter" moments and a sandbox-style alternative.
This gives restrictive clothing a real tactical weight: equip cuffs near the adult shop with money in pocket = low risk; equip them far from home with no money = a real situation.
One paths for removing restrictive clothing:
1. **Key** - Player needs to have key and perform unlock action that takes some time, during unlock action moving or other actions are disabled.
---
## 11. PC (at home)
### 11.1 City News
- Random news plus articles about the player (posted by Paparazzi-driven events).
- Random news plus articles about the player (posted by Blogger-driven events).
- Player can **report** articles with their photo → reduces recognition.
### 11.2 Clothing shop (online)
@@ -419,13 +415,13 @@ This gives restrictive clothing a real tactical weight: equip cuffs near the adu
## 12. Shops & Services Summary
| Service | In-person | Online | Notes |
|---|---|---|---|
| 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) | Home gym (optional) | Increases max energy. |
| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
| Gym | Yes (city) | No | Increases max energy. |
| Beauty salon | Yes (city) | No | Body, hair, makeup customization. |
---
@@ -527,14 +523,14 @@ Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-
- **Feetex shipping** — drop the item in a Feetex shipping box at the post office or convenience store. Payment arrives 1 in-game day later (mirrors Feetex's existing 1-day delivery delay).
- **Drop-off** — travel to a specified location (varies per order) and leave the underwear there. Immediate payment, but the location may be in a high-risk area depending on the order. Tactical trade-off: convenience vs. drop-off-style commission tension.
- Photo posts (indirect — followers → ongoing income? TBD).
- Passive followers income
### 15.2 Costs
- Weekly rent — **flat across the campaign**. No escalation, no event-driven spikes. The pressure comes from the 90-day timer and other expenses, not from a moving rent target.
- Clothing.
- Food / ingredients.
- Gym membership / beauty salon.
- Adult shop (cuff removal service).
- Phone repairs (if introduced).
- Adult shop.
### 15.3 Tuning targets (placeholder)
| Tier | Daily income | Weekly rent | Notes |
@@ -595,7 +591,7 @@ GAS is well-suited here: attributes, modifiers (clothing-based, recognition-base
- `GameplayCues` for visual/audio reactions.
### 17.3 Replication
Single-player. Multiplayer is **out of scope**. Code should still use server-authoritative-style patterns where it costs little (helps separation of concerns, mirrors HRPG codebase habits, makes future co-op less painful) but avoid premature networking complexity.
None
### 17.4 Data-driven content
Clothing, commissions, food, NPC templates all live as `DataAssets` (or DataTables for tabular content). Designers (eventually) should be able to add items without touching C++.