235 lines
25 KiB
Markdown
235 lines
25 KiB
Markdown
# Development Plan
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Working document for Naked Desire implementation. Tracks current state vs. the GDD (README.md) and the phased roadmap. Update this file as state changes — code is the source of truth, this file is the navigation chart.
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When the GDD changes, update README.md first, then revisit this plan. When this plan changes, keep phase exit criteria concrete so we know when to move on.
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---
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## 1. Implementation status snapshot
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State of the C++ module as of the latest pass. File references use `Source/NakedDesire/...` paths.
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### 1.1 Implemented
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- **Item identity scaffold (GDD §6.1)** — `Items/ItemInstance.h` defines `UItemInstance` as an abstract `UObject` with a stable `FGuid InstanceID`, auto-assigned in `PostInitProperties` and refreshed in `PostDuplicate`. `Clothing/ClothingItemInstance.h` inherits from it and holds per-instance `Condition`, a pointer to the immutable `UClothingItem` definition, and a `StoredItems` array for container slots.
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- **Definition / instance split (GDD §6.1, §17.4)** — `Clothing/ClothingItem.h` is the immutable `UPrimaryDataAsset` definition with GDD-aligned fields: `Coverage`, `IsUnderwear`, `CanExpose`, `IsRestrictive`, `ContainerSlots` (typed S/M/L via `EGarmentContainerSlotType` + `FGarmentContainerSlot`), `ProgressionPath`, plus rendering data (`SkeletalMesh`, `Materials`, `StaticMesh`).
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- **Progression path enum (GDD §5)** — `Progression/ProgressionPath.h` defines `EProgressionPath { None, Slut, Exhibitionist, Slave }`. Used on `UClothingItem::ProgressionPath`.
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- **Body-part enum (GDD §6.3)** — `Clothing/BodyPart.h` defines `EBodyPart { None, Boobs, Ass, Genitals }`. Used on `UClothingItem::CanExpose`.
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- **Save scaffolding (GDD §16)** — `SaveGame/SaveSubsystem.h/.cpp` (`UGameInstanceSubsystem`), `SaveGame/ItemSaveRecord.h` (generic `{ InstanceId, Definition, Condition, ParentId }`). `Global/Constants.h` now uses `DefaultSaveSlotName` instead of a single `SLOT_NAME` macro.
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- **Observation-driven embarrassment (GDD §7.1)** — `NPC/NPCAIController.cpp:56-69` listens to `OnTargetPerceptionUpdated` and forwards bSensed transitions to `Stats/StatsManager::SetObserved`. `Stats/StatsManager::TickComponent` (`StatsManager.cpp:23-38`) now gates gain vs. decay on `ObserverCount` instead of unconditional decay. Foundation for Phase 4.
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- **Modular character w/ per-slot meshes** — `Player/NakedDesireCharacter.cpp:40-67` creates 14 skeletal mesh components, one per `EClothingSlotType`. Aligns with GDD §17.6.
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- **Equip / unequip / drop event** — `Clothing/ClothingManager.cpp:88-163` (slot-based, broadcasts `OnClothingEquip / Unequip / Dropped` with `UClothingItemInstance*`).
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- **Censorship toggle** — compliance feature on `NakedDesireCharacter` (`BoobL/R`, `Front/BackBottom` static meshes), driven by `UNakedDesireUserSettings`.
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- **AI sight + behavior tree** — `NPC/NPCAIController.cpp` runs a BT with `Player` / `TargetLocation` / `SpawnLocation` blackboard keys. `NPC/NPCSpawner.cpp` proximity-gated spawn with day / night caps.
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- **Mission framework** — `Mission` → `MissionGoal` → `GoalRestriction` composition (`MissionBuilder/`). Two goals (`FlashGoal`, `MinTimeGoal`), three restrictions (`EquipClothing`, `ExposeBodyPart`, `Location`). Iterate-and-mutate bug in `MissionsManager::RefreshDailyMissions` resolved (`MissionsManager.cpp:53-68`).
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- **Daily-mission OOB guarded** — `NakedDesireGameMode::RefreshDailyMissions` now clamps `DaysPassed` to the authored array bounds (`NakedDesireGameMode.cpp:70-71`). Still a hand-authored list (see §1.3).
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- **Location triggers** — `Locations/LocationTrigger`, `Locations/LocationData` via gameplay tags (GDD §10.4 area foundation).
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- **Movement** — `EnhancedInput`, walk / run / crouch (`NakedDesireCharacter.cpp:115-127`), stamina-gated run (`Tick` lines 91-113).
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- **Wardrobe interactable** — `Interactables/Wardrobe.h` holds `TArray<TObjectPtr<UClothingItemInstance>> ClothingItems`; `NakedDesireGameMode::BuyItem` charges money and pushes into the wardrobe.
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### 1.2 Partially implemented (deviates from GDD)
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- **Save subsystem (GDD §16)** — scaffolded but **not actually wired through gameplay**. `USaveSubsystem::SaveGame` (`SaveSubsystem.cpp:10-13`) delegates to `UGlobalSaveGameData::SaveGame`, which creates a *fresh empty* `UGlobalSaveGameData` (`GlobalSaveGameData.cpp:45-53`) and writes it — i.e., it does not capture the live player / wardrobe / world state at all. `USaveSubsystem::LoadGame` calls the static loader but discards the result without applying it (`SaveSubsystem.cpp:5-8`). `ClothingManager::HydrateClothing` (`ClothingManager.cpp:66-73`) is an empty stub with the previous logic commented out. Exit criterion of Phase 1 (round-trip an item with modified condition) is not met yet.
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- **Item identity → world (§6.1)** — `UItemInstance` GUIDs exist, but no item has been promoted to a world `AActor`. `ClothingManager::DropClothing` (`ClothingManager.cpp:156-163`) still only broadcasts `OnClothingDropped` — no spawn, no parent reassignment in any registry.
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- **Attributes (§7)** — `StatsManager` covers Embarrassment, Energy, Stamina with observation-driven gain now correctly tied to NPC perception. Missing: Lust, Pulse (new, §7.5), Recognition, Reputation, Followers, Wanted. Coverage weighting in the gain formula is stubbed at `0.0f` with a TODO marker (`StatsManager.cpp:30-32`).
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- **Coverage (§6.3.2)** — `UClothingItem::Coverage` and `IsUnderwear` exist on the definition, but `ClothingManager::IsBodyTypeExposed` (`ClothingManager.cpp:14-25`) is still binary. No `GetEffectiveCoverage(EBodyPart)` function, no underwear-halving, no sum-of-garments math.
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- **Body-part enums — duplicated** — both `Player/PrivateBodyPartType.h` (`EPrivateBodyPartType { FrontBottom, BackBottom, FrontTop }`) and `Clothing/BodyPart.h` (`EBodyPart { Boobs, Ass, Genitals }`) exist. `UClothingItem::CoveredBodyParts` uses the **old** enum; `UClothingItem::CanExpose` uses the **new** one. Half-migrated.
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- **Mission system** — composable goals work but lacks the typed objective steps from §13.4 (`BeFullyNaked`, `BeFullyNakedNearNPCs`, `WalkNakedDistance`, `MoveDistanceFromClothing`, `BeObservedByNPCType`, `TakePhotoAtLocation`, `DeliverItemTo`). Missions still hand-authored in `MissionsConfig::DailyMissions` keyed by day index — no procedural generation.
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- **Day / night** — `NPCSpawner.cpp:38-41` reads `GetCurrentTime().Hours` and gates spawn cap, but does not affect embarrassment gain, NPC type weighting, or police spawning (see §1.3).
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### 1.3 Missing
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- **Session system (GDD §4)** — no `USessionManager`, no session start / end events, no `USessionLossResolver`. Game-over on embarrassment is a single `EndGameEmbarrassed` BP event in `NakedDesireGameMode`; none of §4.4's behavior (energy-zero cutscene to home, bag-placed-in-world loss, sleep-deterministic clothing loss) is implemented.
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- **Three progression paths runtime (§5)** — enum exists; no path XP, no per-path level, no path-gated unlocks at runtime, no level-up flow.
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- **Phone (§9)** — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker.
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- **Forum (§13)** — no `UCommissionTemplate`, no procedural generation, no weekly missions distinct from daily, no profile / followers, no posting photos.
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- **Photo & livestream** — absent.
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- **NPC types (§10.2)** — only one generic `ANPC` class. No Walker / Stalker / Blogger / Snitch / Harasser, no Police, no Wanted-poster mechanic.
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- **Calendar, rent, sleep (§2.4, §15.2)** — `DaysPassed` increments in `NakedDesireGameMode::OnHourChanged(4)`, but no week, no rent, no eviction, no sleep action, no apartment bed interaction.
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- **Item-world AActor (§6.1)** — no `AItemActor` / `AClothingPickup` base.
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- **Bag inventory (§6.4)** — absent.
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- **Theft (§6.3.4)** — new chance-based model (per-tick `P_theft` after grace period) not implemented. No theft timer / probability code at all.
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- **Rip & tear (§6.3.5)** — absent. `UClothingItemInstance::Condition` is read-only in code; no decrement source.
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- **Expose action (§6.3.6)** — `CanExpose` data exists on the definition; runtime action absent.
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- **Restrictive clothing (§6.3.7 / §10.4.1)** — `IsRestrictive` field exists; no enforcement of hand-action locks, no Key-based unlock flow.
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- **Adult shop, gym, beauty salon, cafe, convenience store** — none.
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- **Food / consumables (§6.7)** — absent.
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- **Recognition, wanted state, news (§7.6–§7.7, §11.1)** — absent.
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- **Underwear selling (§15.1)** — absent.
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- **Endless mode flag (§3.3)** — absent.
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- **Pulse attribute (§7.5)** — absent (new in the updated GDD).
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- **GAS adoption (§17.2)** — `StatsManager` is still a bespoke `UActorComponent`; no `UAttributeSet`, no `GameplayEffect`-driven modifiers.
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### 1.4 Conflicts to resolve
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- **`SaveGame` UPROPERTY typo** — `GlobalSaveGameData.h:35` declares `UPROPERTY(SaceGame)` instead of `SaveGame` on `DaysPassed`. The field will not serialize. (Likely also blocks Unreal Header Tool warnings; needs a clean rebuild after the fix.)
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- **`EClothingSlotType`** (`Clothing/ClothingSlotType.h`) still includes `Nipples`, `Anal`, `Vagina` as equipment slots — those are body parts per the GDD. Slot list also lacks `Outerwear`, `Accessory`, `Restraint` (GDD §6.3 / §21 Q1). The character builds 14 skeletal mesh components against these values (`NakedDesireCharacter.cpp:40-67`), so the cleanup needs a matching content / BP pass.
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- **Two competing body-part enums** — `EPrivateBodyPartType` vs. `EBodyPart`. `ClothingItem::CoveredBodyParts` uses one, `ClothingItem::CanExpose` uses the other. The censorship / observation code paths in `NakedDesireCharacter` and `ClothingManager` are still on `EPrivateBodyPartType`. Pick one (recommend `EBodyPart`) and migrate.
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- **`USaveSubsystem::SaveGame` writes an empty save** — it does not pull state from the live world before writing (`SaveSubsystem.cpp:10-13`, `GlobalSaveGameData.cpp:45-53`). Any "save" call at present destroys progress rather than persisting it. Highest-priority correctness bug.
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- **`USaveSubsystem::LoadGame` ignores the loaded object** — the static returns a populated `UGlobalSaveGameData`, the subsystem stores nothing and applies nothing.
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- **`UClothingList`** forward-declared in `GlobalSaveGameData.h:11` and `Wardrobe` / save records no longer use it. Dead reference; remove.
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- **`Money` representation** — `ANakedDesireCharacter::Money` is `int` (`NakedDesireCharacter.h:132`), `UGlobalSaveGameData::Money` is `float` (`GlobalSaveGameData.h:27`). The earlier "Resolve Money duplication" commit consolidated the field locations but the type mismatch and the routing-through-save story are unfinished — verify which is authoritative before adding economy systems on top.
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- **`STARTING_MONEY`** macro added to `Constants.h:8` but no code references it. Either wire it into the player / save init, or remove.
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- **`ClothingItemInstance` has no public constructor / factory** — `ClothingItem` pointer is `protected` with no `Init(UClothingItem*)`. Wardrobe / BuyItem flows currently `EditAnywhere Instanced` populate the array at design-time, which works for the existing test level but won't support runtime purchase or save-driven hydration.
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- **`StatsManager::TickComponent` energy drain** — drains energy at a flat `0.9f` per tick (`StatsManager.cpp:26`) regardless of activity, indoor / outdoor, or modifiers. GDD §7.3 specifies per-activity modifiers (`energyDrainRunModifier`, etc.).
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- **`NPCSpawner` day window** — uses `Hours >= 9 && < 21` for "day" (`NPCSpawner.cpp:40`), GDD §10.1 says the day phase is `08:00 → 20:00`. Off-by-one and an hour offset.
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- **GDD shifts not yet reflected in code:**
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- Phase 4-era loss resolver work must avoid stripping equipped clothing — GDD §4.4 now says equipped items are **never** force-removed on loss.
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- Energy = 0 must trigger a "cutscene to apartment + sleep" flow, not a teleport (GDD §4.4).
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- Theft is now a chance-based model with grace periods (`T_grace`, `T_grace_bag`) and flat per-tick `P_theft`, not a ramping curve (GDD §6.3.4).
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- Sleep is the deterministic side of clothing loss — guaranteed loss of every item left outside the apartment (GDD §4.4).
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- No Helper NPC, no adult-shop unlock; restraint removal is Key + timed unlock only (GDD §10.4.1).
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- Masturbation gating is Slut-path only (GDD §5.1 / §7.2 / §14.1).
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- Police spawn day **and** night while `wanted` (GDD §7.7 / §10.3) — current spawner has no police path at all, but record this when it's built.
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---
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## 2. Architectural premise
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The item-identity rule (§6.1) and the save contract (§16.3) are still load-bearing. With the definition / instance split in place, the next bottleneck is **wiring serialization through gameplay**: condition mutation, world drops, container parent links, hydration on load. Until that round-trip works, content on top of the current system has no durable home.
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The session-system + loss resolver (Phase 3) is the second pin. Several GDD shifts (equipped-never-dropped, energy-zero cutscene, sleep-deterministic clothing loss) move complexity from §4.4 prose into a single deterministic resolver. Build it once, well.
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GAS adoption (§17.2) remains deferred until Phase 4. Adding new attributes to the bespoke `StatsManager` in the meantime is fine — keep them additive and easy to migrate.
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---
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## 3. Phased roadmap
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Phase estimates are rough and assume one engineer. Adjust as we go.
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### Phase 1 — Finish item identity + save round-trip (1 week)
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Most of the structural work is done. What remains is connecting the pieces so an item modified at runtime survives a save / load cycle.
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- Fix the `SaceGame` UPROPERTY typo on `DaysPassed` (`GlobalSaveGameData.h:35`).
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- Add `UClothingItemInstance::Init(UClothingItem* Definition)` (or a static factory) so instances can be constructed at runtime — not just `Instanced` at design-time.
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- Make `USaveSubsystem::SaveGame` actually pull live state into a `UGlobalSaveGameData`: player money, equipped items, wardrobe items, calendar, observation-attribute snapshot. Cover `WardrobeItems` and `EquippedItems` arrays via `FItemSaveRecord` populated from current `UClothingItemInstance`s (Guid, definition soft pointer, condition, parent guid).
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- Make `USaveSubsystem::LoadGame` actually apply the loaded data: rebuild `UClothingItemInstance`s from records, push into the wardrobe array and `ClothingManager` slots. Replace the commented-out `ClothingManager::HydrateClothing` with the real hydration.
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- Unify `EPrivateBodyPartType` and `EBodyPart` (recommend keeping `EBodyPart`, retiring the legacy enum). Update `ClothingItem::CoveredBodyParts`, `ClothingManager::IsBodyTypeExposed`, censorship checks in `NakedDesireCharacter`, and the BT / observation paths.
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- Slot vocabulary pass: drop `Nipples` / `Anal` / `Vagina` from `EClothingSlotType`, add `Outerwear` / `Accessory` / `Restraint`. Update the character's mesh component layout and any BP references in lockstep.
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- Money: pick one authoritative location (`UGlobalSaveGameData` is the natural choice; `ANakedDesireCharacter::Money` becomes a cached read-through). Apply `STARTING_MONEY` at new-save creation. Convert character field to match save type.
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- Remove the dead `UClothingList` forward declarations.
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**Exit criteria:**
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1. Item dropped at runtime, condition modified, save → quit → load reproduces the same `FGuid`, condition value, and slot / wardrobe membership.
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2. `EBodyPart` is the only body-part enum in use.
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3. Slot list matches GDD §6.3 / §21 Q1 decision.
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4. A new game starts with `STARTING_MONEY` and rent / purchase flows debit the canonical money field.
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### Phase 2 — World item actors + drop / pickup (1 week)
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- `AItemActor` base wrapping a `UItemInstance*` (in `Items/`). Spawn transform, owning instance pointer, SaveGame-tagged.
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- `AClothingPickup : AItemActor` with a visual representation (use `UClothingItem::StaticMesh` when set, fallback to skeletal mesh impostor).
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- Hook `ClothingManager::DropClothing` to spawn `AClothingPickup` at the player location with the actual instance reference — *not* a template copy. Reparent the instance from "equipped slot" to "world".
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- Pickup interaction via existing `UInteractionManager` + `IInteractionTarget`. Pickup re-parents the instance into wardrobe or directly into the matching slot.
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- `USaveSubsystem` extension: serialize `AClothingPickup`s as `FItemSaveRecord`s with world transform.
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**Exit criteria:** unequip → world pickup actor appears → save / reload → pickup is still there at the same transform with the same instance ID → pick up restores the same instance to the slot.
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### Phase 3 — Session system + loss resolver (1 week)
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- `USessionManager` (subsystem on `UNakedDesireGameInstance` or a `UWorldSubsystem`). Apartment `ALocationTrigger` flag drives session start / end. Emits `OnSessionStart` / `OnSessionEnd` with cause.
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- `USessionLossResolver` — single class, one method `ResolveLoss(ESessionLossCause Cause)`. Implements GDD §4.4:
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- Equipped clothing **stays** equipped (do not strip).
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- Bag placed in world: mark its world record for deletion.
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- Loose clothing on ground: leave as-is (theft chance has been running through Phase ?-7 logic; sleep step is what finalizes).
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- Energy=0 path: trigger a cutscene → apartment → sleep cycle → guaranteed loss of every world clothing outside the apartment safe zone.
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- Embarrassment-max / police-capture path: fade to apartment, no sleep cycle, no forced clothing loss.
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- Police-capture: deduct money penalty, queue skipped days for the unpaid remainder, clear `wanted`.
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- Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into `USessionLossResolver`. Replace `EndGameEmbarrassed` BP-event with the C++ path.
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- Add a debug overlay that shows the current loss state and what would be lost if a given cause fired.
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**Exit criteria:** all four code paths (safe end, embarrassment max, energy zero, police capture) produce the §4.4 outcomes deterministically. Inventory state after each loss matches the §6.6 summary table 1:1.
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### Phase 4 — Attributes refactor (1–2 weeks)
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- Decision: GAS vs. extended `StatsManager`. Recommend GAS — the embarrassment formula now has Pulse, Recognition, Coverage, Day/Night, and per-NPC-type weights as modifiers (§7.1), which is exactly what `UGameplayEffect` is shaped for.
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- Add Lust (§7.2), Pulse (§7.5, **new**), Recognition (§7.6), Wanted (§7.7), Reputation (§7.8), Followers (§7.9). Money should be the only attribute that also lives in the save schema directly (since it has non-attribute side effects).
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- Implement `GetEffectiveCoverage(EBodyPart)` on `ClothingManager` per §6.3.2 (sum of garments covering the part, underwear halved, clamped to 1.0). Replace the `CoverageWeight = 0.0f` stub in `StatsManager::TickComponent`.
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- Lust → masturbate action (Slut-path gated, §7.2). Block the action in BP / quick-action when the player's Slut path level is 0.
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- Pulse simulation: rises with running, masturbation, exposure events; decays toward baseline at rest. Modifies embarrassment / lust gain (§7.5).
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- Recognition rise from Blogger photo events; face-cover bypass; reduce via news-site reporting (§11.1).
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- Debug overlay extension: live values + active modifier sources for every attribute.
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**Exit criteria:**
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1. Observed-while-exposed embarrassment gain reads coverage and modifiers from the attribute system (no more `0.0f` stub).
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2. Lust + Pulse simulate correctly and visibly influence embarrassment in a playtest scenario.
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3. Recognition increases after a (mocked) photo event and decreases after a news-report action.
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### Phase 5 — Time + calendar + rent + sleep (3–4 days)
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- `UTimeOfDaySubsystem` replacing the BP-implementable time on `NakedDesireGameMode`. 90-day calendar, week boundary, day phase `08:00–20:00` (fix the 09–21 mismatch in `NPCSpawner.cpp:40`).
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- Sleep action on apartment bed: triggers the same path as energy-zero (§4.4) for the "items left outside" cleanup, restores energy, autosaves, advances calendar.
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- Weekly rent transaction at week boundary; eviction if money insufficient (`game over (run)`, §3.3).
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- Endless-mode flag on `UGlobalSaveGameData`; rent-eviction branch checks it.
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**Exit criteria:** play through 7 in-game days, get charged rent at the week boundary, eviction triggers on insufficient funds, endless-mode disables eviction.
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### Phase 6 — NPC types + recognition pipeline (1–2 weeks)
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- `ENPCType` enum, type-specific BT branches or per-type controller subclasses: Walker / Stalker / Blogger / Snitch / Harasser. **No Helper** (cuff removal is Key-only per §10.4.1).
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- Police as a separate AI controller / spawn pipeline. Patrols spawn day and night while `wanted` (§7.7 / §10.3). Detection logic (`face hidden?` + coverage threshold) → chase → break-LOS timer.
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- Wanted-poster mechanic: spawn posters in the city; tearing all down clears `wanted` (§10.3).
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- Recognition flow: Blogger sight + photo event → article → news-site article state → "report" reduces recognition.
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- Wire Snitch's "report to police" → immediate police spawn this session + sets `wanted` (§7.7).
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**Exit criteria:** every listed NPC type observably distinct; recognition rises after a Blogger event and can be reduced via news report; Snitch report triggers police spawn and the `wanted` tag that persists across sessions until posters torn down or capture.
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### Phase 7 — Commission template system (1–2 weeks)
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- Replace `MissionsConfig`'s hand-authored daily list with `UCommissionTemplate` + procedural generation per §13.4.
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- Add typed objective steps as new `UMissionGoal` subclasses:
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- `BeFullyNaked(duration)` (new in §13.4)
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- `BeFullyNakedNearNPCs(count, duration)`
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- `WalkNakedDistance(meters)`
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- `MoveDistanceFromClothing(meters)`
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- `BeObservedByNPCType(type, durationOrCount)`
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- `TakePhotoAtLocation(locationTag)` (requires phone work from Phase 8 — gate this objective until then)
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- `DeliverItemTo(npcOrLocation)`
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- Path-tagged XP (§5). Generation weights against player path progression.
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- Weekly-vs-daily generation pass.
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**Exit criteria:** daily commissions regenerate from templates each in-game day; weekly arc is distinct; failed commissions deduct reputation.
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### Phase 8 — Phone + forum UI (2–3 weeks)
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- Phone as an `AItemActor` (Phase 2 base) with hand / pocket / bag location semantics (§9).
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- Apps: Camera + Gallery, Livestream (`UStreamSession` tickable UObject — works while phone is held *or* placed, §9.1.1 exception), Bank, Feetex, Maps, Health Tracker, Forum.
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- Photo system: render-to-texture (§17.6 / §21 Q6 — recommended).
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- Wire `TakePhotoAtLocation` commission step to actual photo events.
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**Exit criteria:** end-to-end photo loop — equip phone, capture photo, view in gallery, post to forum, follower count updates. Livestream can be started, run while the phone is set down, and ended with payout deposited.
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### Phase 9 — Path progression + content authoring (2 weeks)
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- Path XP per path, level gating on clothing / missions / attribute upgrades.
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- Author the vertical-slice content set from GDD §18.1 (15-20 clothing items, 3 bag variants, 8 food items, 20 commission templates, 1 functional district).
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- Masturbation gating (§5.1, §7.2) — actually hide the quick-action entry until Slut path level 1.
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**Exit criteria:** all three paths have at least 5 unlockable items and 3 path-specific commission templates. Slut-path-locked actions are correctly hidden / gated.
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### Phase 10 — Remaining systems & polish
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- Bag inventory (§6.4) — uses Phase 2's `AItemActor` for world placement.
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- Food / cooking (§6.7) — three minigames per the GDD (slice, stir, cook).
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- Gym / beauty salon / adult shop / cafe / convenience store (§10.4).
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- Rip & tear (§6.3.5).
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- Theft model (§6.3.4) — implement `T_grace` / `T_grace_bag` grace timers and per-tick `P_theft` chance roll. No ramp.
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- Expose action (§6.3.6) — read `CanExpose` per garment, blocked by overlapping coverage.
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- Restrictive-clothing flow (§6.3.7 / §10.4.1) — Key + timed unlock action. Lock hand-dependent actions while restrained.
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- Underwear selling (§15.1) — Feetex drop-box or location drop-off variant.
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- Wanted-poster takedown (§10.3) — interaction + spawn placement pass.
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- Final tuning: `T_grace`, `T_grace_bag`, `P_theft`, embarrassment / lust / energy / pulse rates (§21).
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||
|
||
---
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|
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## 4. Working notes
|
||
|
||
Use this section for in-flight decisions, blockers, and open questions that emerge during a phase. Move resolved items into the README's §20 "Resolved Design Decisions" or into git history.
|
||
|
||
- **Phase 1 critical path:** the save-write-without-state bug is the most damaging current issue — any "save" call destroys progress. Fix the SaveSubsystem before anything else builds on save behaviour.
|
||
- **Body-part enum migration:** the existing censorship code in `NakedDesireCharacter::OnClothingEquip` / `OnClothingUnequip` reads `EPrivateBodyPartType`. Migration to `EBodyPart` must update that path or the censorship visibility will silently desync.
|
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- **Slot-vocabulary cleanup will break BP references** — coordinate before deleting `Nipples` / `Anal` / `Vagina` from `EClothingSlotType`. The character constructor creates skeletal-mesh components keyed to those names; expect BPs in `Content/Blueprints/Player` to need a touch.
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- _empty beyond this point_ |