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Author SHA1 Message Date
koritsa e70b1d757c Updated observation logic 2026-05-30 15:35:59 +03:00
koritsa 26fb88bc90 Added new plan 2026-05-30 14:38:55 +03:00
koritsa 0c94a411dc Added session system 2026-05-30 00:18:14 +03:00
olehhapuk e6a4fc7e06 Test 2026-05-29 23:11:25 +03:00
olehhapuk 5ecbf24998 Added censorship to player impostor and player cinematic 2026-05-29 23:02:53 +03:00
olehhapuk a61d4e2bd0 Refactor clothing visuals 2026-05-29 22:54:28 +03:00
olehhapuk 0cccb12b72 Refactor censorship 2026-05-29 22:27:32 +03:00
olehhapuk 1c8ee03083 Clothing system refactor 2026-05-29 22:13:09 +03:00
olehhapuk b6b81caf4e Finished phase 1 2026-05-29 18:57:20 +03:00
koritsa b0a0a89c44 Added world items to save game 2026-05-28 22:36:29 +03:00
koritsa 1f3890c481 Cleanup 2026-05-28 21:54:14 +03:00
koritsa 4bc12d2f0c Rework interaction system 2026-05-28 21:53:34 +03:00
olehhapuk 94c8f91220 Fixed savegame 2026-05-27 23:21:23 +03:00
olehhapuk d5a4e7e637 Fix common ui input settings, equipment menu initialization order 2026-05-27 20:52:56 +03:00
koritsa 7dc63b87af Added starting save data 2026-05-27 19:43:00 +03:00
koritsa 1d6c77998e setup equipment ui 2026-05-27 16:20:10 +03:00
olehhapuk 2e8a4b2450 Clothings lots config rework 2026-05-26 23:24:53 +03:00
koritsa 75d1059e91 Started rework of clothing slots and UI 2026-05-26 18:52:37 +03:00
olehhapuk e4cc9ee66c Fixed radial menu input 2026-05-25 23:13:25 +03:00
koritsa ca3c81ada8 Started radial menu setup 2026-05-25 22:56:19 +03:00
koritsa f90a6b0117 Started UI rework 2026-05-25 17:57:30 +03:00
koritsa 61c58c5c9f Completed phase 1 2026-05-25 14:14:52 +03:00
koritsa 5d0bc7564c Updates 2026-05-24 20:50:34 +03:00
koritsa fc48437431 updated README.md 2026-05-24 17:48:41 +03:00
koritsa 531d85d14c Added README.uk.md 2026-05-24 16:44:16 +03:00
koritsa 3a8033bd9c Updated plan 2026-05-24 14:44:13 +03:00
koritsa 2a86985c4b Update README.md 2026-05-23 10:07:00 +00:00
koritsa df6207cfef Updated readme and plan 2026-05-23 11:04:42 +03:00
olehhapuk e8c638fa0a Updated readme 2026-05-23 10:02:11 +03:00
koritsa 3f266e12d5 updated plan 2026-05-23 00:40:02 +03:00
koritsa e1b04f1310 updated readme 2026-05-23 00:13:00 +03:00
koritsa a86f163573 updated readme 2026-05-22 23:39:51 +03:00
olehhapuk efa280b94d Updated readme 2026-05-22 23:24:57 +03:00
koritsa defc5decf9 Added save subsystem 2026-05-22 16:23:59 +03:00
koritsa d1fd754f3b Added container slots 2026-05-22 10:57:16 +03:00
koritsa 8434d11b37 Added ClothingItemInstance and cleanup the project 2026-05-20 23:26:26 +03:00
koritsa 1b2d9f9098 Add EProgressionPath enum 2026-05-20 00:07:45 +03:00
koritsa c4bfb80cd1 Introduce EBodyPart enum 2026-05-20 00:04:33 +03:00
koritsa 4ce6b32607 Define UItemInstance base UObject with stable GUID 2026-05-19 23:59:58 +03:00
olehhapuk 5b04d9a855 fixed build errors 2026-05-19 22:40:36 +03:00
koritsa 132eed16e6 Fix embarrassment gain/decay not tied to NPC observation state 2026-05-18 22:47:33 +03:00
koritsa 2894404a89 Setup basic test level 2026-05-18 22:41:19 +03:00
koritsa 84b0432be8 Resolve Money duplication between ANakedDesireCharacter and UGlobalSaveGameData 2026-05-18 20:57:34 +03:00
koritsa 28ca1d0bd3 Fix remove-while-iterating delegate bug in MissionsManager::RefreshDailyMissions 2026-05-18 20:49:33 +03:00
koritsa fc3db90ec0 Fix out-of-bounds crash in NakedDesireGameMode::RefreshDailyMissions 2026-05-18 20:46:20 +03:00
koritsa 101105c3bf updated issue templates labels 2026-05-18 14:06:41 +03:00
koritsa c9b796ef0c added issue templates 2026-05-17 23:25:15 +03:00
koritsa 0d90a0b02a init 2026-05-17 22:44:49 +03:00
3163 changed files with 4858 additions and 12196 deletions
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---
name: Bug
about: Something is broken
labels: type/bug
---
**What happens**
**What should happen**
**Repro steps**
1.
2.
**GDD reference (if relevant):** §
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---
name: System work
about: A piece of code/system implementation
labels: type/system
---
**GDD reference:**
**Goal**
<!-- One sentence: what this issue accomplishes -->
**Acceptance criteria**
- [ ]
- [ ]
**Dependencies**
<!-- Issues that must be done first -->
**Notes**
<!-- Open questions, design caveats, links -->
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# Commission board / accept UI — plan
Implementation plan for the forum **commission board** UI (GDD §13.1 / §13.2). **Not implemented yet**
this is the design to review before coding. Pairs with `COMMISSIONS.md` (objective backlog) and the
runtime system in `Source/NakedDesire/Commissions/` (`UMissionSubsystem`, `UCommission`,
`UCommissionObjective`).
## Goal & scope
The forum is the player-facing surface for commissions (§13). For the vertical slice this is the
**minimal board** PLAN VS4 calls for: list offered commissions, accept/abandon, and track active ones
with live objective progress. No threads, no other-user feed, no profile tab yet (§13 forum scope note).
The runtime already does the work; this is **pure presentation + input**:
- `UMissionSubsystem::GetOfferedCommissions()` / `GetAcceptedCommissions()`
- `AcceptCommission(UCommission*)` / `AbandonCommission(UCommission*)`
- `OnBoardChanged` (rebuild signal) / `OnCommissionCompleted(UCommission*)` (feedback)
- per-commission: `GetTitle / GetPosterUsername / GetTier / GetReward / GetObjectives / GetState`, plus
`OnStateChanged` / `OnCompleted`
- per-objective: `GetDescription()`, `GetProgress()` (0..1), `IsSatisfied()`, `OnStateChanged`
## Reuse the established pattern
Follow `WardrobeScreenWidget` / `WardrobeInventoryWidget` exactly (CommonUI):
- Screen = `UCommonActivatableWidget` pushed onto `UGameLayoutWidget`'s `WidgetStack`.
- Lists rebuilt from the subsystem on a change delegate; rows are child widgets with click delegates.
- Subscribe in `NativeOnActivated`, unsubscribe in `NativeDestruct`.
- C++ owns logic + `BindWidget` references; Blueprint owns layout/visuals (GDD §17.5).
## Widget breakdown (new C++ classes, BP subclasses for visuals)
### 1. `UCommissionBoardScreenWidget : UCommonActivatableWidget`
The screen. Two sections: **Board** (offered) and **Active** (accepted).
- BindWidgets: `UVerticalBox* OfferedList`, `UVerticalBox* ActiveList` (or `UScrollBox`), optional
`UCommonTextBlock* EmptyBoardLabel`.
- EditDefaultsOnly: `TSubclassOf<UCommissionEntryWidget> EntryWidgetClass`.
- `NativeOnActivated`: grab `UMissionSubsystem`, bind `OnBoardChanged → Rebuild`,
`OnCommissionCompleted → HandleCompleted` (toast/flash), call `Rebuild()`.
- `NativeDestruct`: unbind both.
- `Rebuild()`: `OfferedList/ActiveList->ClearChildren()`; for each commission create an entry widget,
`Init(Commission, Subsystem)`, add to the right list. (Membership only changes on accept / complete /
abandon / dayroll, all of which fire `OnBoardChanged`, so a full rebuild is cheap and correct.)
### 2. `UCommissionEntryWidget : UCommonUserWidget`
One commission row.
- BindWidgets: `UCommonTextBlock* TitleText, PosterText, TierText, RewardText`,
`UVerticalBox* ObjectiveList`, `UCommonButtonBase* ActionButton`, `UCommonTextBlock* ActionLabel`.
- EditDefaultsOnly: `TSubclassOf<UCommissionObjectiveRowWidget> ObjectiveRowClass`.
- `Init(UCommission*, UMissionSubsystem*)`: cache both, subscribe `Commission->OnStateChanged →
RefreshActionState`, render header (title/poster/tier), reward summary from `FCommissionReward`
(money / XP / followers — hide zero fields), build an objective row per `GetObjectives()`.
- Action button is state-driven (`Commission->GetState()`):
- `Offered` → label **Accept** → `Subsystem->AcceptCommission(Commission)`.
- `Accepted` → label **Abandon** → `Subsystem->AbandonCommission(Commission)`.
- `Completed` / `Expired` → button hidden/disabled (the rebuild usually removes it from the board).
- **Compact mode** for the HUD tracker: a `bCompact` flag (or a BP variant) hides poster / reward /
action button and shows just title + objective rows, so the tracker (#4) reuses this same widget.
- `NativeDestruct`: unsubscribe from the commission.
### 3. `UCommissionObjectiveRowWidget : UCommonUserWidget`
One objective line.
- BindWidgets: `UCommonTextBlock* DescriptionText`, `UProgressBar* ProgressBar` (BindWidgetOptional),
`UImage* DoneCheck` (BindWidgetOptional).
- `Init(UCommissionObjective*)`: set `GetDescription()`, subscribe `OnStateChanged → RefreshDone`.
- Progress: objectives have **no per-frame progress delegate** — only `OnStateChanged` (fires on
satisfied). For the continuous ones (`RequiredHoldSeconds` holds, `RunNakedDistance`) drive the bar
from `NativeTick` polling `GetProgress()` **while the screen is open** (cheap, self-contained). Binary
objectives just toggle `DoneCheck` on `OnStateChanged`. (If polling ever feels wasteful, add an
`OnProgressChanged` delegate to `UCommissionObjective` later — not needed for the slice.)
### 4. `UCommissionTrackerWidget : UCommonUserWidget`
Always-on HUD element showing accepted commissions' current objectives + live progress while the player
is in the world. **Passive HUD — not activatable, never captures input.**
- Hosted as a `BindWidget` child of the existing `UHUDWidget` (the always-on HUD), so it shows during
normal play and not just at the PC.
- BindWidgets: `UVerticalBox* TrackerList`; EditDefaultsOnly `TSubclassOf<UCommissionEntryWidget>
TrackerEntryWidgetClass`.
- `NativeConstruct`: grab `UMissionSubsystem`, bind `OnBoardChanged → Rebuild`, call `Rebuild()`.
`NativeDestruct`: unbind.
- `Rebuild()`: clear; for each `GetAcceptedCommissions()` add a `UCommissionEntryWidget` in **compact
mode** (title + objective rows, no reward/poster/button). Collapse the whole widget when the active
list is empty.
- Live progress comes from the reused objective rows' own `NativeTick` poll — no extra wiring here.
## Entry point (how the board opens)
§13 says phone or PC; the phone stack is Phase 8, so for the slice use the **apartment PC** as an
interactable, mirroring `AWardrobe`:
- New `AForumTerminal` (or `AApartmentPC`) `IInteractable` → `Interact` calls
`HUD->GetGameLayoutWidget()->OpenCommissionBoard()`.
- `UGameLayoutWidget`: add `OpenCommissionBoard()` + `TSubclassOf<UCommissionBoardScreenWidget>
CommissionBoardScreenWidgetClass` + the instance ptr (same shape as `OpenWardrobe`).
- Add a debug input action (or console exec) to open it directly for testing before the PC art exists.
- Phone "Forum app" entry point is added in Phase 8 and calls the same `OpenCommissionBoard()`.
## Data flow & live updates
- **Membership** (which list a commission is in): `OnBoardChanged` → full `Rebuild()`.
- **Action state** of a visible entry (e.g. accepted→completed while open): `Commission->OnStateChanged`
→ `RefreshActionState`; the subsequent `OnBoardChanged` (fired by the subsystem on completion) rebuilds
and moves it out of Active.
- **Objective progress**: `OnStateChanged` for done state + `NativeTick` poll for the progress bar.
- **Completion feedback**: `OnCommissionCompleted` → brief toast / reward popup (reuse existing
`UI/` + `Audio/UI` tone). Optional for the slice.
## Layout sketch
```
┌─ Commission Board ───────────────────────────────────────────┐
│ BOARD (offered) ACTIVE (accepted) │
│ ┌────────────────────────────┐ ┌──────────────────────┐ │
│ │ Flash a Stranger [Daily]│ │ Beach Streak [Daily] │ │
│ │ posted by sk8r_gurl │ │ ▸ Run 50 m naked 62% │ │
│ │ ▸ Expose boobs to 1 person │ │ ▸ while at the beach │ │
│ │ $150 · 20 XP · +5 followers│ │ [ Abandon ]│ │
│ │ [ Accept ]│ └──────────────────────┘ │
│ └────────────────────────────┘ │
│ … more offered … (empty → "No active │
│ commissions") │
└──────────────────────────────────────────────────────────────┘
```
(Two columns is the simplest; a Board/Active tab pair is an equivalent alternative — see decisions.)
## C++ vs Blueprint split
- **C++ (this plan):** the four widget classes above (screen, entry, objective row, HUD tracker) +
`OpenCommissionBoard` on `GameLayoutWidget` + the PC interactable. All subsystem calls, subscriptions,
list rebuilds, and button handlers live here.
- **Blueprint:** `WBP_CommissionBoardScreen`, `WBP_CommissionEntry`, `WBP_CommissionObjectiveRow`,
`WBP_CommissionTracker` — visual layout only, satisfying the `BindWidget` names above and setting the
`…WidgetClass` defaults. `WBP_CommissionEntry` carries the full and compact looks (compact = tracker).
## Subsystem changes needed
None required — the existing API covers it. Nice-to-haves to consider during build:
- A `GetCompletedCommissions()` getter if a "completed today" section is wanted (data already tracked).
- Confirm `OnBoardChanged` fires on **every** membership change (it does: accept / abandon / complete /
dayroll all call it).
## Edge cases to handle
- Empty board / empty active list → show a label, not a blank panel.
- A commission completing while the screen is open → entry shows done, then rebuild removes it from
Active (and the completion toast fires once).
- Day roll while the screen is open → `OnBoardChanged` rebuilds; accepted-but-unfinished entries vanish
(expired) and a fresh offered set appears. Make sure entry widgets unsubscribe on rebuild (`NativeDestruct`).
- Abandon returns the commission to the board (Offered) in the same session.
- Re-entrancy: accepting an already-satisfiable commission completes instantly; the entry should tolerate
`Accepted → Completed` within one frame (drive purely off `GetState()` + the rebuild).
## Locked decisions (slice)
1. **Layout — two columns** (Board | Active), not tabs. Everything visible at once; simplest.
2. **Entry point — apartment PC interactable** (`AForumTerminal`) calls `OpenCommissionBoard()`, plus a
debug console exec to open it before the PC art exists. Phone "Forum app" reuses the same call (Phase 8).
3. **Progress display — both:** a progress bar (driven by `NativeTick` polling `GetProgress()`) for the
continuous objectives and a checkmark for binary ones, via `BindWidgetOptional` on the row widget.
4. **Completion feedback — minimal toast** on commission completion (reuse existing `UI/` + `Audio/UI`).
5. **In-world HUD objective tracker — yes, in scope.** A separate always-on HUD widget
(`UCommissionTrackerWidget`, see breakdown #4) shows accepted commissions' current objectives + live
progress while the player is out in the world (GDD §0.5 'objective-tracker widget'). The board is for
browse/accept at the PC; the tracker is for following objectives in the field. It reuses the shared
entry/row widgets in a compact form, so it adds one widget — not a parallel hierarchy.
6. **Modal behavior — mirror the inventory/wardrobe screens.** The board uses the same input-config /
pause setup the existing `UCommonActivatableWidget` screens use; read `UInventoryScreenWidget` /
`UWardrobeScreenWidget` (+ their BP activation / `GetDesiredInputConfig` settings) and match them for a
consistent menu UX. The HUD tracker is **not** an activatable widget — it's passive HUD and never
captures input or pauses anything.
## Build order (when greenlit)
1. Read `UInventoryScreenWidget` / `UWardrobeScreenWidget` input-config + activation settings and reuse
the same convention for the board (decision #6).
2. `UCommissionObjectiveRowWidget` → `UCommissionEntryWidget` (incl. `bCompact`) → `UCommissionBoardScreenWidget`.
3. `UGameLayoutWidget::OpenCommissionBoard()` + class ref; debug console exec to open.
4. `UCommissionTrackerWidget` on `UHUDWidget` (reuses the entry/row widgets in compact mode).
5. Author the `WBP_*` assets (board screen, entry, objective row, tracker) against the BindWidget contracts.
6. `AForumTerminal` interactable (apartment PC) → `OpenCommissionBoard`.
7. Author a `UCommissionBoardConfig` with a few test commissions and play-test the full accept → satisfy →
reward → expire loop, plus the HUD tracker updating in the field (ties into the VS4 / VS7 exit checks).
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# Commission objective backlog
Idea catalog + build status for the commission system (`Source/NakedDesire/Commissions/`). Pairs with
GDD §13 (the design source of truth) and `PLAN.md` (live status). When an idea is implemented, mark it
and record the class name.
**Feasibility legend**
- ✅ buildable now — the signals it needs already exist.
- 🔶 needs a planned-but-partial system — NPC types (VS5), lust & pulse (VS2), photo/livestream &
followers (Phase 8), toys, restraints.
- 🔭 needs an unbuilt system — theft (§6.3.4), rip & tear (§6.3.5), recognition/wanted (§7.6).
**Path flavor:** Exhibitionist = be *seen* · Slut = be *lewd* · Slave = be *used / controlled*.
---
## Structural features (content multipliers — build these first)
These aren't objectives; they make every objective compose, so a handful of conditions yields a large
content space.
- **Constraints / modifiers** — a constraint decorates an objective; the step only counts while all its
constraints also hold (the base ANDs them into the satisfaction check). "Do X **while** Y" with no new
objective code.
- `WhileObservedBy(count)` ✅ — **`UObservedConstraint`** *(implemented)*
- `DuringPhase(Day/Night)` ✅ — **`UDayPhaseConstraint`** *(implemented)*
- `WhileWearing(slot)` / `WhileNotWearing(slot)` ✅ — **`UWearingSlotConstraint`** *(implemented)*
- `WhileAtLocation(tag)` ✅ — **`ULocationConstraint`** *(implemented)* — backed by `ULocationSubsystem`.
- `WhileMoving` / `WhileRunning` ✅* — needs a gait-changed signal or a cheap poll.
- **Sequential steps** — `bSequentialObjectives` on a commission: objectives activate one at a time in
order ("strip at A → walk naked to B → masturbate at C"). *(implemented)*
- **Optional bonus objective** — a non-required step that bumps the reward (risk/reward texture). *(idea)*
- **Time limit** — a per-commission deadline is a *failure* condition, not a "while" gate; it belongs with
`failurePenalty` / day-end expiry, not the constraint set.
---
## Exposure / coverage (mostly ✅ — same signals the dial already uses)
- **`BeFullyNaked(duration)`** ✅ — **`UBeFullyNakedObjective`** *(implemented)*
- **`ExposeBodyPart(part, duration)`** ✅ — **`UExposeBodyPartObjective`** *(implemented)*
- **`BeFullyNakedNearNPCs(count, duration)`** ✅ — **`UBeFullyNakedNearNPCsObjective`** *(implemented)*
- `WearOnlyUnderwear(duration)` ✅ — **`UWearOnlyUnderwearObjective`** *(implemented)*. Exhibitionist.
- `BeToplessOnly` / `BeBottomlessOnly(duration)` ✅ — **`UBareRegionObjective`** *(implemented; `EBareRegion` data value picks the bare half)*. One region bare, the other covered.
- `StayBelowCoverage(threshold, duration)` ✅ — **`UStayBelowCoverageObjective`** *(implemented; names its own threshold)*. Every region under X (revealing, not nude).
- `ExposeWhileWalking(part, meters)` ✅ — **`UExposeWhileWalkingObjective`** *(implemented)*. Keep a part revealing across N meters (per-part walk).
- `UseExposeAction(part, count)` ✅ (after VS3) — trigger the §6.3.6 flash action N times.
## Observation / NPC reactions (✅ count-based; 🔶 type-based)
- `GatherCrowd(count)` ✅ — **`UGatherCrowdObjective`** *(implemented)*. N NPCs observing simultaneously.
- `BeObservedWhileExposed(count, duration)` ✅ — **`UBeObservedWhileExposedObjective`** *(implemented)*. N observers while any region is revealing (partial exposure counts).
- `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()` 🔶 (VS5).
## Attributes: embarrassment / arousal (✅ embarrassment; 🔶 lust/pulse)
- `ReachEmbarrassment(threshold)` / `SustainEmbarrassment(threshold, duration)` ✅ — **`UReachEmbarrassmentObjective`** *(implemented; a hold duration turns Reach into Sustain)*.
- `ReachLust(threshold)` / `EdgeWithoutResolving(duration)` 🔶 (VS2).
- `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, VS5) · `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 VS5 (NPC types), VS2 (lust/pulse), toys, restraints, and Phase 8
(photo/livestream/followers) land.
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[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Test/Maps/L_Test.L_Test
EditorStartupMap=/Game/Test/Maps/TestLevel.TestLevel
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
@@ -135,7 +135,3 @@ DefaultMediaSoundClassName=/Game/Audio/SC_Music.SC_Music
AgentRadius=35.000000
AgentMaxSlope=50.000000
[/Script/GameplayDebugger.GameplayDebuggerConfig]
CategorySlot4=Backslash
CategorySlot5=RightBracket
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@@ -2,9 +2,6 @@
CommonButtonAcceptKeyHandling=TriggerClick
bAutoLoadData=True
[/Script/AIModule.AISense_Sight]
bAutoRegisterAllPawnsAsSources=False
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=305A61484AE3739092FF13931B45C2C6
ProjectName=Naked Desire
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