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@@ -0,0 +1,180 @@
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# Commission board / accept UI — plan
|
||||
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||||
Implementation plan for the forum **commission board** UI (GDD §13.1 / §13.2). **Not implemented yet** —
|
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this is the design to review before coding. Pairs with `COMMISSIONS.md` (objective backlog) and the
|
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runtime system in `Source/NakedDesire/Commissions/` (`UMissionSubsystem`, `UCommission`,
|
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`UCommissionObjective`).
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## Goal & scope
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The forum is the player-facing surface for commissions (§13). For the vertical slice this is the
|
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**minimal board** PLAN VS‑4 calls for: list offered commissions, accept/abandon, and track active ones
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with live objective progress. No threads, no other-user feed, no profile tab yet (§13 forum scope note).
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The runtime already does the work; this is **pure presentation + input**:
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- `UMissionSubsystem::GetOfferedCommissions()` / `GetAcceptedCommissions()`
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- `AcceptCommission(UCommission*)` / `AbandonCommission(UCommission*)`
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- `OnBoardChanged` (rebuild signal) / `OnCommissionCompleted(UCommission*)` (feedback)
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- per-commission: `GetTitle / GetPosterUsername / GetTier / GetReward / GetObjectives / GetState`, plus
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`OnStateChanged` / `OnCompleted`
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- per-objective: `GetDescription()`, `GetProgress()` (0..1), `IsSatisfied()`, `OnStateChanged`
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## Reuse the established pattern
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Follow `WardrobeScreenWidget` / `WardrobeInventoryWidget` exactly (CommonUI):
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- Screen = `UCommonActivatableWidget` pushed onto `UGameLayoutWidget`'s `WidgetStack`.
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- Lists rebuilt from the subsystem on a change delegate; rows are child widgets with click delegates.
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- Subscribe in `NativeOnActivated`, unsubscribe in `NativeDestruct`.
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- C++ owns logic + `BindWidget` references; Blueprint owns layout/visuals (GDD §17.5).
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## Widget breakdown (new C++ classes, BP subclasses for visuals)
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### 1. `UCommissionBoardScreenWidget : UCommonActivatableWidget`
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The screen. Two sections: **Board** (offered) and **Active** (accepted).
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- BindWidgets: `UVerticalBox* OfferedList`, `UVerticalBox* ActiveList` (or `UScrollBox`), optional
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`UCommonTextBlock* EmptyBoardLabel`.
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- EditDefaultsOnly: `TSubclassOf<UCommissionEntryWidget> EntryWidgetClass`.
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- `NativeOnActivated`: grab `UMissionSubsystem`, bind `OnBoardChanged → Rebuild`,
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`OnCommissionCompleted → HandleCompleted` (toast/flash), call `Rebuild()`.
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- `NativeDestruct`: unbind both.
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- `Rebuild()`: `OfferedList/ActiveList->ClearChildren()`; for each commission create an entry widget,
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`Init(Commission, Subsystem)`, add to the right list. (Membership only changes on accept / complete /
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abandon / day‑roll, all of which fire `OnBoardChanged`, so a full rebuild is cheap and correct.)
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### 2. `UCommissionEntryWidget : UCommonUserWidget`
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One commission row.
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- BindWidgets: `UCommonTextBlock* TitleText, PosterText, TierText, RewardText`,
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`UVerticalBox* ObjectiveList`, `UCommonButtonBase* ActionButton`, `UCommonTextBlock* ActionLabel`.
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- EditDefaultsOnly: `TSubclassOf<UCommissionObjectiveRowWidget> ObjectiveRowClass`.
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- `Init(UCommission*, UMissionSubsystem*)`: cache both, subscribe `Commission->OnStateChanged →
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RefreshActionState`, render header (title/poster/tier), reward summary from `FCommissionReward`
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(money / XP / followers — hide zero fields), build an objective row per `GetObjectives()`.
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- Action button is state-driven (`Commission->GetState()`):
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- `Offered` → label **Accept** → `Subsystem->AcceptCommission(Commission)`.
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- `Accepted` → label **Abandon** → `Subsystem->AbandonCommission(Commission)`.
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- `Completed` / `Expired` → button hidden/disabled (the rebuild usually removes it from the board).
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- **Compact mode** for the HUD tracker: a `bCompact` flag (or a BP variant) hides poster / reward /
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action button and shows just title + objective rows, so the tracker (#4) reuses this same widget.
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- `NativeDestruct`: unsubscribe from the commission.
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### 3. `UCommissionObjectiveRowWidget : UCommonUserWidget`
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One objective line.
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- BindWidgets: `UCommonTextBlock* DescriptionText`, `UProgressBar* ProgressBar` (BindWidgetOptional),
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`UImage* DoneCheck` (BindWidgetOptional).
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- `Init(UCommissionObjective*)`: set `GetDescription()`, subscribe `OnStateChanged → RefreshDone`.
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- Progress: objectives have **no per-frame progress delegate** — only `OnStateChanged` (fires on
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satisfied). For the continuous ones (`RequiredHoldSeconds` holds, `RunNakedDistance`) drive the bar
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from `NativeTick` polling `GetProgress()` **while the screen is open** (cheap, self-contained). Binary
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objectives just toggle `DoneCheck` on `OnStateChanged`. (If polling ever feels wasteful, add an
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`OnProgressChanged` delegate to `UCommissionObjective` later — not needed for the slice.)
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### 4. `UCommissionTrackerWidget : UCommonUserWidget`
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Always-on HUD element showing accepted commissions' current objectives + live progress while the player
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is in the world. **Passive HUD — not activatable, never captures input.**
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- Hosted as a `BindWidget` child of the existing `UHUDWidget` (the always-on HUD), so it shows during
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normal play and not just at the PC.
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- BindWidgets: `UVerticalBox* TrackerList`; EditDefaultsOnly `TSubclassOf<UCommissionEntryWidget>
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TrackerEntryWidgetClass`.
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- `NativeConstruct`: grab `UMissionSubsystem`, bind `OnBoardChanged → Rebuild`, call `Rebuild()`.
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`NativeDestruct`: unbind.
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- `Rebuild()`: clear; for each `GetAcceptedCommissions()` add a `UCommissionEntryWidget` in **compact
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mode** (title + objective rows, no reward/poster/button). Collapse the whole widget when the active
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list is empty.
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- Live progress comes from the reused objective rows' own `NativeTick` poll — no extra wiring here.
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## Entry point (how the board opens)
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§13 says phone or PC; the phone stack is Phase 8, so for the slice use the **apartment PC** as an
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interactable, mirroring `AWardrobe`:
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- New `AForumTerminal` (or `AApartmentPC`) `IInteractable` → `Interact` calls
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`HUD->GetGameLayoutWidget()->OpenCommissionBoard()`.
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- `UGameLayoutWidget`: add `OpenCommissionBoard()` + `TSubclassOf<UCommissionBoardScreenWidget>
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CommissionBoardScreenWidgetClass` + the instance ptr (same shape as `OpenWardrobe`).
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- Add a debug input action (or console exec) to open it directly for testing before the PC art exists.
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- Phone "Forum app" entry point is added in Phase 8 and calls the same `OpenCommissionBoard()`.
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## Data flow & live updates
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- **Membership** (which list a commission is in): `OnBoardChanged` → full `Rebuild()`.
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- **Action state** of a visible entry (e.g. accepted→completed while open): `Commission->OnStateChanged`
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→ `RefreshActionState`; the subsequent `OnBoardChanged` (fired by the subsystem on completion) rebuilds
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and moves it out of Active.
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- **Objective progress**: `OnStateChanged` for done state + `NativeTick` poll for the progress bar.
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- **Completion feedback**: `OnCommissionCompleted` → brief toast / reward popup (reuse existing
|
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`UI/` + `Audio/UI` tone). Optional for the slice.
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## Layout sketch
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```
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┌─ Commission Board ───────────────────────────────────────────┐
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│ BOARD (offered) ACTIVE (accepted) │
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│ ┌────────────────────────────┐ ┌──────────────────────┐ │
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│ │ Flash a Stranger [Daily]│ │ Beach Streak [Daily] │ │
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│ │ posted by sk8r_gurl │ │ ▸ Run 50 m naked 62% │ │
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│ │ ▸ Expose boobs to 1 person │ │ ▸ while at the beach │ │
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│ │ $150 · 20 XP · +5 followers│ │ [ Abandon ]│ │
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│ │ [ Accept ]│ └──────────────────────┘ │
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│ └────────────────────────────┘ │
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│ … more offered … (empty → "No active │
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│ commissions") │
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└──────────────────────────────────────────────────────────────┘
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```
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(Two columns is the simplest; a Board/Active tab pair is an equivalent alternative — see decisions.)
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## C++ vs Blueprint split
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- **C++ (this plan):** the four widget classes above (screen, entry, objective row, HUD tracker) +
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`OpenCommissionBoard` on `GameLayoutWidget` + the PC interactable. All subsystem calls, subscriptions,
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list rebuilds, and button handlers live here.
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- **Blueprint:** `WBP_CommissionBoardScreen`, `WBP_CommissionEntry`, `WBP_CommissionObjectiveRow`,
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`WBP_CommissionTracker` — visual layout only, satisfying the `BindWidget` names above and setting the
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`…WidgetClass` defaults. `WBP_CommissionEntry` carries the full and compact looks (compact = tracker).
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## Subsystem changes needed
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None required — the existing API covers it. Nice-to-haves to consider during build:
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- A `GetCompletedCommissions()` getter if a "completed today" section is wanted (data already tracked).
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- Confirm `OnBoardChanged` fires on **every** membership change (it does: accept / abandon / complete /
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day‑roll all call it).
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## Edge cases to handle
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- Empty board / empty active list → show a label, not a blank panel.
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- A commission completing while the screen is open → entry shows done, then rebuild removes it from
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Active (and the completion toast fires once).
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- Day roll while the screen is open → `OnBoardChanged` rebuilds; accepted-but-unfinished entries vanish
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(expired) and a fresh offered set appears. Make sure entry widgets unsubscribe on rebuild (`NativeDestruct`).
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- Abandon returns the commission to the board (Offered) in the same session.
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- Re-entrancy: accepting an already-satisfiable commission completes instantly; the entry should tolerate
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`Accepted → Completed` within one frame (drive purely off `GetState()` + the rebuild).
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## Locked decisions (slice)
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1. **Layout — two columns** (Board | Active), not tabs. Everything visible at once; simplest.
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2. **Entry point — apartment PC interactable** (`AForumTerminal`) calls `OpenCommissionBoard()`, plus a
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debug console exec to open it before the PC art exists. Phone "Forum app" reuses the same call (Phase 8).
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3. **Progress display — both:** a progress bar (driven by `NativeTick` polling `GetProgress()`) for the
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continuous objectives and a checkmark for binary ones, via `BindWidgetOptional` on the row widget.
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4. **Completion feedback — minimal toast** on commission completion (reuse existing `UI/` + `Audio/UI`).
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5. **In-world HUD objective tracker — yes, in scope.** A separate always-on HUD widget
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(`UCommissionTrackerWidget`, see breakdown #4) shows accepted commissions' current objectives + live
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progress while the player is out in the world (GDD §0.5 'objective-tracker widget'). The board is for
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browse/accept at the PC; the tracker is for following objectives in the field. It reuses the shared
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entry/row widgets in a compact form, so it adds one widget — not a parallel hierarchy.
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6. **Modal behavior — mirror the inventory/wardrobe screens.** The board uses the same input-config /
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pause setup the existing `UCommonActivatableWidget` screens use; read `UInventoryScreenWidget` /
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`UWardrobeScreenWidget` (+ their BP activation / `GetDesiredInputConfig` settings) and match them for a
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consistent menu UX. The HUD tracker is **not** an activatable widget — it's passive HUD and never
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captures input or pauses anything.
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## Build order (when greenlit)
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1. Read `UInventoryScreenWidget` / `UWardrobeScreenWidget` input-config + activation settings and reuse
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the same convention for the board (decision #6).
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2. `UCommissionObjectiveRowWidget` → `UCommissionEntryWidget` (incl. `bCompact`) → `UCommissionBoardScreenWidget`.
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3. `UGameLayoutWidget::OpenCommissionBoard()` + class ref; debug console exec to open.
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4. `UCommissionTrackerWidget` on `UHUDWidget` (reuses the entry/row widgets in compact mode).
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5. Author the `WBP_*` assets (board screen, entry, objective row, tracker) against the BindWidget contracts.
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6. `AForumTerminal` interactable (apartment PC) → `OpenCommissionBoard`.
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7. Author a `UCommissionBoardConfig` with a few test commissions and play-test the full accept → satisfy →
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reward → expire loop, plus the HUD tracker updating in the field (ties into the VS‑4 / VS‑7 exit checks).
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+122
@@ -0,0 +1,122 @@
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# Commission objective backlog
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Idea catalog + build status for the commission system (`Source/NakedDesire/Commissions/`). Pairs with
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GDD §13 (the design source of truth) and `PLAN.md` (live status). When an idea is implemented, mark it
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and record the class name.
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**Feasibility legend**
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- ✅ buildable now — the signals it needs already exist.
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- 🔶 needs a planned-but-partial system — NPC types (VS‑5), lust & pulse (VS‑2), photo/livestream &
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followers (Phase 8), toys, restraints.
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- 🔭 needs an unbuilt system — theft (§6.3.4), rip & tear (§6.3.5), recognition/wanted (§7.6).
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**Path flavor:** Exhibitionist = be *seen* · Slut = be *lewd* · Slave = be *used / controlled*.
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---
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## Structural features (content multipliers — build these first)
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These aren't objectives; they make every objective compose, so a handful of conditions yields a large
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content space.
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- **Constraints / modifiers** — a constraint decorates an objective; the step only counts while all its
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constraints also hold (the base ANDs them into the satisfaction check). "Do X **while** Y" with no new
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objective code.
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- `WhileObservedBy(count)` ✅ — **`UObservedConstraint`** *(implemented)*
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- `DuringPhase(Day/Night)` ✅ — **`UDayPhaseConstraint`** *(implemented)*
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- `WhileWearing(slot)` / `WhileNotWearing(slot)` ✅ — **`UWearingSlotConstraint`** *(implemented)*
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- `WhileAtLocation(tag)` ✅ — **`ULocationConstraint`** *(implemented)* — backed by `ULocationSubsystem`.
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- `WhileMoving` / `WhileRunning` ✅* — needs a gait-changed signal or a cheap poll.
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- **Sequential steps** — `bSequentialObjectives` on a commission: objectives activate one at a time in
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order ("strip at A → walk naked to B → masturbate at C"). *(implemented)*
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- **Optional bonus objective** — a non-required step that bumps the reward (risk/reward texture). *(idea)*
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- **Time limit** — a per-commission deadline is a *failure* condition, not a "while" gate; it belongs with
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`failurePenalty` / day-end expiry, not the constraint set.
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---
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## Exposure / coverage (mostly ✅ — same signals the dial already uses)
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- **`BeFullyNaked(duration)`** ✅ — **`UBeFullyNakedObjective`** *(implemented)*
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- **`ExposeBodyPart(part, duration)`** ✅ — **`UExposeBodyPartObjective`** *(implemented)*
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- **`BeFullyNakedNearNPCs(count, duration)`** ✅ — **`UBeFullyNakedNearNPCsObjective`** *(implemented)*
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- `WearOnlyUnderwear(duration)` ✅ — **`UWearOnlyUnderwearObjective`** *(implemented)*. Exhibitionist.
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- `BeToplessOnly` / `BeBottomlessOnly(duration)` ✅ — **`UBareRegionObjective`** *(implemented; `EBareRegion` data value picks the bare half)*. One region bare, the other covered.
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- `StayBelowCoverage(threshold, duration)` ✅ — **`UStayBelowCoverageObjective`** *(implemented; names its own threshold)*. Every region under X (revealing, not nude).
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- `ExposeWhileWalking(part, meters)` ✅ — **`UExposeWhileWalkingObjective`** *(implemented)*. Keep a part revealing across N meters (per-part walk).
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- `UseExposeAction(part, count)` ✅ (after VS‑3) — trigger the §6.3.6 flash action N times.
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||||
|
||||
## Observation / NPC reactions (✅ count-based; 🔶 type-based)
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||||
|
||||
- `GatherCrowd(count)` ✅ — **`UGatherCrowdObjective`** *(implemented)*. N NPCs observing simultaneously.
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||||
- `BeObservedWhileExposed(count, duration)` ✅ — **`UBeObservedWhileExposedObjective`** *(implemented)*. N observers while any region is revealing (partial exposure counts).
|
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- `StayUnseenWhileNaked(duration)` ✅ — **`UStayUnseenWhileNakedObjective`** *(implemented)*. Fully naked with **zero** observers (stealth exhibitionism / risk).
|
||||
- `BeObservedByNPCType(type, count|duration)` 🔶 (in §13.4) — Walker / Stalker / Blogger / etc.
|
||||
- `BePhotographedByBlogger(count)` 🔶 · `EndureStalker(duration)` 🔶 · `EscapeAfterSnitch()` 🔶 (VS‑5).
|
||||
|
||||
## Attributes: embarrassment / arousal (✅ embarrassment; 🔶 lust/pulse)
|
||||
|
||||
- `ReachEmbarrassment(threshold)` / `SustainEmbarrassment(threshold, duration)` ✅ — **`UReachEmbarrassmentObjective`** *(implemented; a hold duration turns Reach into Sustain)*.
|
||||
- `ReachLust(threshold)` / `EdgeWithoutResolving(duration)` 🔶 (VS‑2).
|
||||
- `MasturbateNearNPCs(count)` / `MasturbateAtLocation(tag)` 🔶 — `PerformAction`, Slut-gated (§23 #26).
|
||||
- `KeepPulseElevated(threshold, duration)` 🔶.
|
||||
|
||||
## Location / travel (✅ — `ULocationSubsystem` now provides enter/leave + tag queries)
|
||||
|
||||
- `EnterLocationNaked(tag)` ✅ · `TourLocationsNaked(tagset)` ✅ · `LingerExposed(tag, duration)` ✅
|
||||
(the last two = `BeFullyNaked` + a `ULocationConstraint`).
|
||||
- `ReachLocationAwayFromClothing(tag, meters)` ✅ *(no new class)* — `MoveDistanceFromClothing` + a `ULocationConstraint`: arrive at the location having left clothes ≥N m behind.
|
||||
- `ReturnHomeNaked()` ✅-ish — end the session at the apartment with no clothing (loop-closer).
|
||||
|
||||
## Movement / endurance (✅)
|
||||
|
||||
- `WalkNakedDistance(meters)` ✅ (in §13.4) — **`UWalkNakedDistanceObjective`** *(implemented)*. Naked travel at any gait. · `MoveDistanceFromClothing(meters)` ✅ (in §13.4) — **`UMoveDistanceFromClothingObjective`** *(implemented; polls `UDroppedClothingSubsystem` for the nearest dropped garment)*.
|
||||
- `RunNakedDistance(meters)` ✅ — **`URunNakedDistanceObjective`** *(implemented)*. Distance accrues only while running + naked.
|
||||
- `WalkNakedWhileObserved(meters, minObservers)` ✅ — **`UWalkNakedWhileObservedObjective`** *(implemented)*.
|
||||
|
||||
> All four distance objectives share **`UTravelObjectiveBase`** (`UCoverageObjectiveBase` subclass) — it owns the
|
||||
> clamped distance-sampling timer; subclasses only override `DoesSampleCount()` (e.g. naked+run, part revealing,
|
||||
> naked+observed). New "travel while X" objectives are a one-method subclass.
|
||||
|
||||
## Clothing / outfits / restraints
|
||||
|
||||
- `WearOutfit(tag, duration)` ✅ — go out in a specific authored set (needs an outfit id/tag on items).
|
||||
- `GoOutInBodysuitOnly(duration)` ✅.
|
||||
- `WearRestraintInPublic(slot, duration)` 🔶 (restraints §6.3.7) — Slave flavor.
|
||||
- `WearVibratingToy(duration)` / `ActivateToyNearNPCs(count)` 🔶 (toy vibration audible to NPCs).
|
||||
- `DegradeConditionTo(x)` / `RipClothing` 🔭 (rip & tear) · `LetItemBeStolen()` 🔭 (theft).
|
||||
|
||||
## Photo / livestream / followers (🔶 Phase 8)
|
||||
|
||||
- `TakePhotoAtLocation(tag)` 🔶 (in §13.4) · `PostPhotoExposing(part)` 🔶 · `PhotoExposureScoreAbove(x)` 🔶.
|
||||
- `SelfieAtLandmark(tag)` 🔶 · `LivestreamForMinutes(n)` 🔶 · `LivestreamWhileWalkingNaked(meters)` 🔶.
|
||||
- `GainFollowers(count)` 🔶 · `CompleteTipRequests(count)` 🔶.
|
||||
|
||||
## Items / economy (✅ / 🔶)
|
||||
|
||||
- `DeliverItemTo(target)` ✅ (in §13.4) · `DeliverWhileNaked(target)` ✅ — deliver fully naked (§15.1).
|
||||
- `DropClothingAtLocation(tag)` ✅ — a "dead drop" leaving a garment behind.
|
||||
- `SellWornUnderwearAtDropoff()` 🔶 — risk-based drop-off (§15.1).
|
||||
|
||||
## Risk / loss (🔶 / 🔭)
|
||||
|
||||
- `SurviveSessionNaked()` ✅-ish — complete a session never wearing clothing.
|
||||
- `GetCaughtAndEscape()` 🔶 (police, VS‑5) · `WantedWhileExposed()` 🔶 (recognition, §7.6).
|
||||
|
||||
---
|
||||
|
||||
## Suggested build order
|
||||
|
||||
1. **Structural** — constraints framework + sequential steps. *(done)*
|
||||
2. **All-✅ objectives** — done: `StayUnseenWhileNaked`, `GatherCrowd`, `BeObservedWhileExposed`,
|
||||
`WearOnlyUnderwear`, `ReachEmbarrassment`/`SustainEmbarrassment`, the `UTravelObjectiveBase` distance
|
||||
family (`RunNakedDistance`, `WalkNakedDistance`, `ExposeWhileWalking`, `WalkNakedWhileObserved`), and the
|
||||
coverage pair `BareRegion` (topless/bottomless) + `StayBelowCoverage`. Location objectives
|
||||
(`EnterLocationNaked`, `LingerExposed`, …) need no new class — author them as `BeFullyNaked` /
|
||||
`ExposeBodyPart` + a `ULocationConstraint`. `MoveDistanceFromClothing` (+ its
|
||||
`ReachLocationAwayFromClothing` compose) now landed on `UDroppedClothingSubsystem`. Remaining all-✅
|
||||
gap: `WearOutfit` needs an outfit tag/id on items.
|
||||
3. **Location system** — done: `ULocationSubsystem` + `ULocationConstraint`; the whole Location/travel
|
||||
group and `WhileAtLocation` are unblocked. (Build the location *objectives* with the ✅ batch.)
|
||||
4. **Per-system batches** as VS‑5 (NPC types), VS‑2 (lust/pulse), toys, restraints, and Phase 8
|
||||
(photo/livestream/followers) land.
|
||||
File diff suppressed because one or more lines are too long
@@ -1,7 +1,7 @@
|
||||
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
EditorStartupMap=/Game/Test/Maps/TestLevel.TestLevel
|
||||
EditorStartupMap=/Game/Test/Maps/L_Test.L_Test
|
||||
LocalMapOptions=
|
||||
TransitionMap=None
|
||||
bUseSplitscreen=True
|
||||
@@ -19,18 +19,15 @@ GlobalDefaultServerGameMode=None
|
||||
r.AllowStaticLighting=False
|
||||
|
||||
r.GenerateMeshDistanceFields=True
|
||||
|
||||
r.DynamicGlobalIlluminationMethod=0
|
||||
|
||||
r.ReflectionMethod=2
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
r.ReflectionMethod=1
|
||||
|
||||
r.SkinCache.CompileShaders=True
|
||||
|
||||
r.RayTracing=True
|
||||
|
||||
r.RayTracing.RayTracingProxies.ProjectEnabled=True
|
||||
|
||||
r.Shadow.Virtual.Enable=0
|
||||
r.Shadow.Virtual.Enable=1
|
||||
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
|
||||
@@ -138,3 +135,7 @@ DefaultMediaSoundClassName=/Game/Audio/SC_Music.SC_Music
|
||||
AgentRadius=35.000000
|
||||
AgentMaxSlope=50.000000
|
||||
|
||||
[/Script/GameplayDebugger.GameplayDebuggerConfig]
|
||||
CategorySlot4=Backslash
|
||||
CategorySlot5=RightBracket
|
||||
|
||||
|
||||
+24
-4
@@ -2,12 +2,22 @@
|
||||
CommonButtonAcceptKeyHandling=TriggerClick
|
||||
bAutoLoadData=True
|
||||
|
||||
[/Script/AIModule.AISense_Sight]
|
||||
bAutoRegisterAllPawnsAsSources=False
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=305A61484AE3739092FF13931B45C2C6
|
||||
ProjectName=Naked Desire
|
||||
CompanyName=Naked People Team
|
||||
CompanyDistinguishedName=Naked People Team
|
||||
Homepage=naked-people-team.in
|
||||
CopyrightNotice=© 2025 Naked People Team. All Rights Reserved.
|
||||
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "67F2166BC54742EF9F59D9A524233B35", "Naked Desire")
|
||||
ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "6D0073BB1F41C8C4E21284B87D77ED5C", "Naked Desire")
|
||||
|
||||
[/Script/CommonInput.CommonInputSettings]
|
||||
InputData=/Game/Input/NakedDesireInputData.NakedDesireInputData_C
|
||||
ActionDomainTable=/Game/Input/InputActionDomainTable.InputActionDomainTable
|
||||
InputData=/Game/Input/CommonUI/NakedDesireInputData.NakedDesireInputData_C
|
||||
ActionDomainTable=/Game/Input/CommonUI/InputActionDomainTable.InputActionDomainTable
|
||||
|
||||
[CommonInputPlatformSettings_Windows CommonInputPlatformSettings]
|
||||
DefaultInputType=MouseAndKeyboard
|
||||
@@ -16,8 +26,8 @@ bSupportsTouch=False
|
||||
bSupportsGamepad=True
|
||||
DefaultGamepadName=Generic
|
||||
bCanChangeGamepadType=True
|
||||
+ControllerData=/Game/Input/KeyboardControllerData.KeyboardControllerData_C
|
||||
+ControllerData=/Game/Input/GamepadControllerData.GamepadControllerData_C
|
||||
+ControllerData=/Game/Input/CommonUI/GamepadControllerData.GamepadControllerData_C
|
||||
+ControllerData=/Game/Input/CommonUI/KeyboardControllerData.KeyboardControllerData_C
|
||||
|
||||
[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
Build=IfProjectHasCode
|
||||
@@ -127,3 +137,13 @@ bSkipMovies=False
|
||||
bRetainStagedDirectory=False
|
||||
CustomStageCopyHandler=
|
||||
|
||||
[CommonInputPlatformSettings_Mac CommonInputPlatformSettings]
|
||||
DefaultInputType=MouseAndKeyboard
|
||||
bSupportsMouseAndKeyboard=True
|
||||
bSupportsTouch=False
|
||||
bSupportsGamepad=True
|
||||
DefaultGamepadName=Generic
|
||||
bCanChangeGamepadType=True
|
||||
+ControllerData=/Game/Input/CommonUI/KeyboardControllerData.KeyboardControllerData_C
|
||||
+ControllerData=/Game/Input/CommonUI/GamepadControllerData.GamepadControllerData_C
|
||||
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
;METADATA=(Diff=true, UseCommands=true)
|
||||
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
|
||||
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
|
||||
[CommonSettings]
|
||||
ManifestDependencies=../../../../../Program Files/Epic Games/UE_5.6/Engine/Content/Localization/Engine/Engine.manifest
|
||||
ManifestDependencies=../../../../../Program Files/Epic Games/UE_5.6/Engine/Content/Localization/Editor/Editor.manifest
|
||||
ManifestDependencies=../../../../Shared/Epic Games/UE_5.7/Engine/Content/Localization/Engine/Engine.manifest
|
||||
ManifestDependencies=../../../../Shared/Epic Games/UE_5.7/Engine/Content/Localization/Editor/Editor.manifest
|
||||
SourcePath=Content/Localization/Game
|
||||
DestinationPath=Content/Localization/Game
|
||||
ManifestName=Game.manifest
|
||||
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user