357 lines
49 KiB
Markdown
357 lines
49 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. Most fields align with the current GDD: `Coverage`, `CanExpose`, `ContainerSlots` (typed S/M/L via `EGarmentContainerSlotType` + `FGarmentContainerSlot`), `ProgressionPath`, plus rendering data (`SkeletalMesh`, `Materials`, `StaticMesh`). The `IsUnderwear` and `IsRestrictive` fields also exist but **no longer match the locked spec** (§20 #20, §20 #21) — see §1.4 for the removal / migration work.
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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 current `EClothingSlotType` value. Aligns with GDD §17.6 in spirit; the specific slot list needs reshaping per §1.4 (locked 18-slot list now lives in GDD §6.5).
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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 (§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`). Food-buff hookpoints (per-rate multipliers for stamina regen, embarrassment-gain resistance, lust-gain resistance — see GDD §6.7) are not in place; future Phase 10 work depends on the attribute simulation accepting external multipliers cleanly.
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- **Coverage (§6.3.2)** — `UClothingItem::Coverage` exists; `ClothingManager::IsBodyTypeExposed` (`ClothingManager.cpp:14-25`) is still binary. No `GetEffectiveCoverage(EBodyPart)` function. **The locked formula is now `max(coverage)` across garments covering a body part** — not sum, and no underwear halving (§20 #20). `UClothingItem::IsUnderwear` is dead spec and should be removed during the Phase 1 cleanup.
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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, no Accept lifecycle (§13.1 / §13.2), no path-filtering on the generator (§13.4).
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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, embarrassment-max → apartment with no extras) is implemented.
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- **Three progression paths runtime (§5)** — enum exists; no XP pool, no per-path level derived from investment, no path-gated unlocks at runtime, no level-up flow. **XP is a single shared pool, not per-path** (GDD §5, §7.10).
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- **Phone (§9)** — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker. Includes the new sub-systems:
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- **Battery (§9.8)** — passive base + per-app multiplier drain; apartment charger; portable powerbank consumable (Convenience Store); hard shutdown at 0%; mid-livestream cutoff with earnings-to-date deposited; sleep always charges to 100%.
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- **Livestream tip requests (§9.1.1)** — viewer-driven action requests with phone popup (Accept / Decline + countdown); fail = viewer count drops, no rep hit.
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- **Livestream follower trickle (§9.1.1)** — `streamQualityScore` ticks through `FollowerGainCalculator` per tick.
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- **Bank app income breakdown (§9.4)** — line items by source incl. the weekly follower auto-deposit at week boundary.
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- **`PhoneSubsystem` (§17.1)** — tickable subsystem owning phone state (battery %, active app, livestream session lifecycle, charger interaction). Does not yet exist.
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- **Forum (§13)** — no `UCommissionTemplate`, no procedural generation, no weekly missions distinct from daily, no profile (incl. weekly follower-income summary), no posting photos. Forum scope is locked minimal (board + own profile only, no threads / no other-users feed) — that's a non-build, but worth recording.
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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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- **Restrictions system (§6.3.7 / §10.4.1)** — `IsRestrictive` boolean exists on `UClothingItem` but is now stale spec. The locked design is a **per-item `restrictions` list** with granular entries (`BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, and parameterized `BlockSlotChange(slot)`). No code enforcement of any restriction flag; no Key-based unlock flow; no DBD-style unlock minigame (§10.4.1).
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- **Bodysuit exclusion rule (§6.5)** — when implementing the new slot enum, `ClothingManager` must auto-unequip `Top`/`Bottom`/`UnderwearTop`/`UnderwearBottom` on bodysuit equip, and vice versa.
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- **Toy slots (§6.5)** — `Nipples`, `Anal`, `Vagina` are now **toy slots** (not body-clothing slots, not body-parts conflict). Independent; all three can be active. Items in these slots are sex toys from the Adult Shop (§10.4), follow standard item-identity rules, do **not** contribute to coverage, and may modify lust / embarrassment / pulse plus add audible vibration NPCs may detect.
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- **Adult shop, gym, beauty salon, café, convenience store** — none.
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- **Food / consumables (§6.7)** — absent. Vocabulary now locked: 2 instant effects (energy restore, lust decrease), 4 timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance). Stacking: different types parallel; same type additive up to per-type cap. Cooking minigames (slice / stir / cook) modulate buff strength; never poison.
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- **Recognition, wanted state, news (§7.6–§7.7, §11.1)** — absent. Face-cover bypass via `Face` and `Eyes` slots is part of this work.
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- **Underwear selling (§15.1)** — absent. Backed by the `DeliverItemTo` typed objective (player-owned source only, §13.4).
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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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- **Hunger / max-energy decay (§7.3)** — absent. The new model has two layers of max energy: **base max** (gym progression) and **effective max** (decays via hunger). Eating any food restores effective max to base max as a universal built-in effect. Sleep does **not** clear hunger. `StatsManager` currently has only `MaxEnergy = 1000.0f` (`StatsManager.h:20`) — no hunger field, no decay tick, no eat-restores-hunger hook.
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- **Police chase loss precedence (§4.4)** — when a chase is active and another loss fires, capture wins. No code logic for this yet (no chase exists, no precedence resolution in the loss path).
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- **Holding-cell cutscene (§4.4)** — short non-interactive cutscene played when police capture and player can't pay. Time fast-forwards to next morning. Replaces the earlier "skip days proportional to debt" prose. Absent in code (no capture path exists yet).
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- **Casino (§10.4.2)** — entire new location. Main floor (slots, blackjack, roulette), VIP room with per-day entrance fee, strip-game variants of blackjack and roulette that bet clothing items, lost-and-found inventory that retains `UItemInstance` identity for lost garments, mixed pacing (slots instant; table games burn in-game minutes), no poker. Significant scope: 3 minigames + VIP gating + strip-bet flow + lost-and-found UI.
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- **Phone models + Electronics Shop (§9.9 / §10.4)** — three-tier phone (Starter / Mid / Pro) with three stat axes per tier (`camera quality`, `livestream quality`, `battery capacity`). New Electronics Shop location sells Mid and Pro. **Player can own multiple phones simultaneously**; only the equipped phone is active. Battery is per-phone-instance; hot-swap at the apartment wardrobe. Profile-side state (gallery, followers, history) does not move when swapping phones.
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- **Restraint unlock minigame (§10.4.1)** — DBD-style skill checks. Successful hits speed up removal; misses have no penalty; no fail state. Restraint always comes off when the baseline timer expires. Absent (no restraint flow exists).
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- **Instant commission rewards (§13.1 / §13.2 / §3.1 / §4.3)** — money / XP / followers credit at the moment of commission completion, not on return home. `UMissionsManager::CollectRewards` (`MissionsManager.cpp:35-51`) currently batches rewards into a manual "collect" call — this needs to be replaced with immediate crediting on `OnMissionCompleted`.
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- **Hiding spots for ground items (§6.3.4)** — new bullet in the GDD that adds a hiding-spot concept; collides with the §4.4 "sleep = guaranteed loss" rule. Spec needs clarification before code (see Working notes).
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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.
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- **`USaveSubsystem::SaveGame` writes an empty save** — 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. Highest-priority correctness bug.
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- **`USaveSubsystem::LoadGame` ignores the loaded object** — static returns a populated `UGlobalSaveGameData`; subsystem stores / applies nothing.
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- **`EClothingSlotType` — concrete reshape to the locked 18-slot list (GDD §6.5)**
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Current enum (`Clothing/ClothingSlotType.h`, 14 values): `Nipples, Anal, Vagina, Head, Neck, Face, Eyes, Body, Top, Bottom, Bra, Panties, Socks, Shoes`.
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Target (18 slots, 4 groups): see GDD §6.5. Migration table:
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| Current | Target | Action |
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|--------------|-------------------|---------------------------------------------------------------------|
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| `Top` | `Top` | Keep |
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| `Bottom` | `Bottom` | Keep |
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| `Bra` | `UnderwearTop` | Rename |
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| `Panties` | `UnderwearBottom` | Rename |
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| `Body` | `Bodysuit` | Rename + enforce exclusion with `Top`/`Bottom`/`UnderwearTop`/`UnderwearBottom` |
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| `Socks` | `Socks` | Keep |
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| `Shoes` | `Footwear` | Rename |
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| — | `Outerwear` | **Add** |
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| `Head` | `Head` | Keep |
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| `Face` | `Face` | Keep (now a face-cover slot per §7.6) |
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| `Eyes` | `Eyes` | Keep (now a face-cover slot per §7.6) |
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| `Neck` | `Neck` | Keep |
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| — | `WristRestraint` | **Add** |
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| — | `AnkleRestraint` | **Add** |
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| — | `NeckRestraint` | **Add** (distinct from cosmetic `Neck`; auto-exclusion is *not* enforced — content authoring handles visual collision) |
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| `Nipples` | `Nipples` | Keep — **now a toy slot, not a body-clothing slot** |
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| `Anal` | `Anal` | Keep — **now a toy slot** |
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| `Vagina` | `Vagina` | Keep — **now a toy slot** |
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Net: 14 → 18 (4 renames, 4 additions, 3 semantic repurposes). `NakedDesireCharacter::SetupClothingSlots` (`NakedDesireCharacter.cpp:357-433`) needs four new mesh components added and four existing components renamed in lockstep with BP references in `Content/Blueprints/Player`.
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Bodysuit exclusion is a runtime rule on `ClothingManager::PutOnClothing` — equipping a bodysuit must un-equip the four body slots; equipping any of those four must un-equip a present bodysuit.
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Toy slots are independent and stackable; their items are sex toys (not clothing) but use the same `UItemInstance` model. The `UClothingItem` data class is named for clothing — a `USexToyItem` (or similar) `UItemInstance` subclass may be cleaner than reusing `UClothingItem` for toys, since the toy effects (lust modifier, embarrassment modifier, pulse modifier, NPC-audible vibration) don't map onto clothing's coverage / `CanExpose` / `IsRestrictive` model.
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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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- **`UClothingList`** forward-declared in `GlobalSaveGameData.h:11`; `Wardrobe` and 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`). Pick one authoritative location and one type.
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- **`STARTING_MONEY`** macro defined in `Constants.h:8` but unreferenced. Either wire it into save / character init or remove.
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- **`ClothingItemInstance` has no public constructor / factory** — `ClothingItem` pointer is `protected` with no `Init(UClothingItem*)`. Wardrobe / BuyItem flows rely on `EditAnywhere Instanced` design-time population, which won't support runtime purchase or save-driven hydration.
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- **`UClothingItem::IsUnderwear` is dead spec** — `ClothingItem.h:82`. The locked design (§20 #20) drops the field entirely; `coverage` is authored directly to reflect the "just underwear" discount. Remove the field and any references during Phase 1.
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- **`UClothingItem::IsRestrictive` is dead spec** — `ClothingItem.h:76`. The locked design (§20 #21) replaces the boolean with a granular `restrictions` list. Remove the boolean and add a `TArray<FClothingRestriction>` (or equivalent) supporting `BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, and `BlockSlotChange(slot)`. Restriction evaluation is the union across all equipped items.
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- **`UClothingItem` per-body-part coverage TODO is now resolved against** — `ClothingItem.h:61` carries `// TODO: Add coverage per body part`. The locked spec uses a single `coverage` value per item (multi body parts via `covers` set + `max()` formula, §6.3.2). The TODO comment should be removed; per-body-part coverage is intentionally not the model.
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- **`StatsManager::TickComponent` energy drain** — drains energy at a flat `0.9f` per tick (`StatsManager.cpp:26`) regardless of activity. GDD §7.3 specifies per-activity modifiers.
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- **`NPCSpawner` day window** — uses `Hours >= 9 && < 21` for "day" (`NPCSpawner.cpp:40`); GDD §10.1 says `08:00–20:00`. Off by one hour on each end.
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- **GDD shifts not yet reflected in code:**
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- **Loss resolver** must not strip equipped clothing (§4.4).
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- **Energy = 0** must trigger a "cutscene → apartment → sleep" flow, not a teleport (§4.4).
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- **Embarrassment = max** must fade to apartment with **no extra cost** (no time skip, no money penalty, no rep hit) — GDD §4.4.
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- **Police chase precedence (§4.4):** if a chase is active when any other loss fires, the loss resolves as police capture — chase wins.
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- **Police capture, can't pay (§4.4):** short non-interactive holding-cell cutscene + time skip to next morning. Replaces the earlier "skip days proportional to debt" model.
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- **Theft** is a chance-based model with grace periods and flat per-tick `P_theft`, not a ramping curve (§6.3.4).
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- **Sleep** is the deterministic side of clothing loss — guaranteed loss of every clothing item left outside the apartment (§4.4). Hiding-spots bullet in §6.3.4 currently contradicts this — see Working notes.
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- **No Helper NPC**; restraint removal is **Key + timed-unlock action with a DBD-style skill-check minigame** (§10.4.1). Successful checks speed up removal; missed checks have no penalty; restraint always comes off when the baseline timer expires.
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- **Per-item `restrictions` list** replaces `IsRestrictive` boolean (§6.3.7). Granular vocabulary: `BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, parameterized `BlockSlotChange(slot)`. Restrictions union across equipped items.
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- **Coverage math** is `max()` across garments covering a body part — not sum. No underwear halving; the `IsUnderwear` flag is removed entirely (§6.3.2).
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- **Hunger / max-energy decay (§7.3):** two-layer max energy — base (gym) and effective (decays via hunger, restored by eating). Eating any food triggers the restoration as a universal built-in effect. Sleep does not clear hunger.
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- **Masturbation** is **Slut-path gated** — generator must filter `PerformAction(masturbate)` for non-Slut players; quick-action entry must hide until unlocked (§5.1 / §7.2 / §14.1). (Note: the README has a current contradiction about home-masturbation for non-Slut players — see Working notes.)
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- **Police** spawn day **and** night while `wanted` (§7.7 / §10.3).
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- **XP is a single shared pool, not per-path** — Phase 9 implementation must use a shared XP counter; a path's level is derived from how many upgrades the player has bought from that path's attribute pool (§5, §7.10).
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- **Commission lifecycle:** explicit Accept required for daily *and* weekly; un-accepted commissions carry no penalty; weekly rewards now include followers (§13.1 / §13.2). **Rewards land instantly on completion** — money / XP / followers credit at the moment the commission completes; no return-to-home "collect rewards" step. Replace the manual `UMissionsManager::CollectRewards` flow with immediate crediting on `OnMissionCompleted`.
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- **Commission generator** must respect `pathRequirement` (incl. `None` = path-neutral) and filter templates whose steps reference path-locked actions (§13.4). `failurePenalty` field is canonical; generator supplies tier-scaled default when empty.
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- **`DeliverItemTo`** must source from player inventory only; commission does not auto-issue items. Worn-underwear sales (§15.1) are the canonical use case (§13.4).
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- **Livestream → follower trickle** via `FollowerGainCalculator` per tick; signed by reputation. Tip requests give an additional bonus on completion (§9.1.1 / §13.5).
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- **Phone models (§9.9):** three tiers with three stat axes each (camera quality, livestream quality, battery capacity). Bought at the new Electronics Shop. Player may own multiple phones; gallery / followers / stats live on the profile (not the phone); battery is per-phone-instance.
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- **Casino (§10.4 / §10.4.2):** main floor (slots / blackjack / roulette, money only), VIP room (per-day entrance fee), strip-game blackjack and roulette tables in VIP that bet clothing. Lost garments go to a casino lost-and-found inventory that retains `UItemInstance` identity. Mixed pacing.
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- **Locations locked for launch:** Beach + Train Station + Casino + Electronics Shop are in; School exterior and Hot springs were cut. Vertical slice is the basic shop set only (§10.4, §18.1).
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- **Food vocabulary locked:** 2 instant effects (energy restore, lust decrease) + 4 timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance); same-type stacks additively up to a cap; never poison (§6.7). Plus the universal "eating restores effective max energy" hunger reset.
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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, embarrassment-max no-extras, sleep-deterministic clothing loss) move complexity from §4.4 prose into a single deterministic resolver. Build it once, well.
|
||
|
||
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. Food buffs (§6.7) are external multipliers on attribute rates, so design the per-rate interface with that in mind even before GAS lands.
|
||
|
||
---
|
||
|
||
## 3. Phased roadmap
|
||
|
||
Phase estimates are rough and assume one engineer. Adjust as we go.
|
||
|
||
### Phase 1 — Finish item identity + save round-trip; reshape slot enum (1–2 weeks)
|
||
|
||
- Fix the `SaceGame` UPROPERTY typo on `DaysPassed` (`GlobalSaveGameData.h:35`).
|
||
- Add `UClothingItemInstance::Init(UClothingItem* Definition)` (or static factory) so instances can be constructed at runtime.
|
||
- Make `USaveSubsystem::SaveGame` actually capture live state into `UGlobalSaveGameData`: player money, equipped items, wardrobe items, calendar, observation-attribute snapshot. Populate `FItemSaveRecord` from current instances.
|
||
- Make `USaveSubsystem::LoadGame` actually apply the loaded data: rebuild instances from records, push into wardrobe + `ClothingManager` slots. Replace the commented-out `ClothingManager::HydrateClothing` with real hydration.
|
||
- Unify `EPrivateBodyPartType` and `EBodyPart` on `EBodyPart`. Migrate `ClothingItem::CoveredBodyParts`, `ClothingManager::IsBodyTypeExposed`, censorship paths in `NakedDesireCharacter`, BT / observation paths.
|
||
- **Reshape `EClothingSlotType` to the locked 18-slot list (§1.4 table).** Add `Outerwear`, `WristRestraint`, `AnkleRestraint`, `NeckRestraint`. Rename `Bra → UnderwearTop`, `Panties → UnderwearBottom`, `Body → Bodysuit`, `Shoes → Footwear`. Add four new `USkeletalMeshComponent`s in `NakedDesireCharacter` for the new slots. Update BP references in lockstep.
|
||
- **Implement Bodysuit exclusion** in `ClothingManager::PutOnClothing` (auto-unequip `Top`/`Bottom`/`UnderwearTop`/`UnderwearBottom`; vice versa).
|
||
- **Define toy items**: either a new `USexToyItem : UItemInstance` (recommended) or extend `UClothingItem` with a toy variant. Toy items target `Nipples` / `Anal` / `Vagina` slots, carry lust / embarrassment / pulse modifier fields, and an optional NPC-audible-vibration flag. Do not contribute to coverage.
|
||
- **Drop dead spec from `UClothingItem`**: remove `IsUnderwear` (`ClothingItem.h:82`) and `IsRestrictive` (`ClothingItem.h:76`); remove the `// TODO: Add coverage per body part` comment on line 61 (resolved against — single `coverage` is locked spec).
|
||
- **Replace `IsRestrictive` with a `restrictions` list** on `UClothingItem`: `TArray<FClothingRestriction>` (struct with `ERestrictionType` enum + optional `EClothingSlotType` parameter for `BlockSlotChange`). No runtime enforcement yet (Phase 4 / 10 own that) — Phase 1 just needs the data field, the struct, and the enum.
|
||
- Money: pick one authoritative location (`UGlobalSaveGameData`), make `ANakedDesireCharacter::Money` a read-through. Apply `STARTING_MONEY` at new-save creation. Reconcile int vs. float.
|
||
- Remove dead `UClothingList` forward declarations.
|
||
|
||
**Exit criteria:**
|
||
1. Item dropped at runtime, condition modified, save → quit → load reproduces the same `FGuid`, condition value, and slot / wardrobe membership.
|
||
2. `EBodyPart` is the only body-part enum in use.
|
||
3. `EClothingSlotType` matches the §6.5 18-slot list. Bodysuit exclusion is enforced at runtime. Toy slots work with at least one placeholder toy item.
|
||
4. A new game starts with `STARTING_MONEY` and rent / purchase flows debit the canonical money field.
|
||
|
||
### Phase 2 — World item actors + drop / pickup (1 week)
|
||
|
||
- `AItemActor` base wrapping a `UItemInstance*` (in `Items/`). Spawn transform, owning instance pointer, SaveGame-tagged.
|
||
- `AClothingPickup : AItemActor` with a visual representation (`UClothingItem::StaticMesh` when set, fallback to skeletal mesh impostor).
|
||
- 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".
|
||
- Pickup interaction via existing `UInteractionManager` + `IInteractionTarget`. Pickup re-parents the instance into wardrobe or directly into the matching slot.
|
||
- `USaveSubsystem` extension: serialize `AClothingPickup`s as `FItemSaveRecord`s with world transform.
|
||
|
||
**Exit criteria:** unequip → world pickup actor appears → save / reload → pickup still there at the same transform with the same instance ID → pick up restores the same instance to the slot.
|
||
|
||
### Phase 3 — Session system + loss resolver (1 week)
|
||
|
||
- `USessionManager` (subsystem on `UNakedDesireGameInstance` or a `UWorldSubsystem`). Apartment `ALocationTrigger` flag drives session start / end. Emits `OnSessionStart` / `OnSessionEnd` with cause.
|
||
- `USessionLossResolver` — single class, one method `ResolveLoss(ESessionLossCause Cause)`. Implements GDD §4.4:
|
||
- **Police chase precedence**: if a chase is active (between detection and the disengage timer, §10.3), force `Cause = PoliceCapture` regardless of what triggered the loss. Chase always wins.
|
||
- Equipped clothing **stays** equipped (do not strip).
|
||
- Bag placed in world: mark its world record for deletion.
|
||
- Loose clothing on ground: leave as-is at this stage; sleep step finalizes any guaranteed loss.
|
||
- **Energy = 0**: trigger a cutscene → apartment → sleep cycle → guaranteed loss of every world clothing outside the apartment.
|
||
- **Embarrassment = max**: fade to apartment. **No extra cost** (no time skip, no money, no rep).
|
||
- **Police capture (can pay)**: fade to apartment, deduct money penalty, clear `wanted`.
|
||
- **Police capture (can't pay)**: short non-interactive holding-cell cutscene; time fast-forwards to next morning; debt settled; clear `wanted`. Already-accepted commissions still expire at day end with their normal `failurePenalty` — the cutscene does not pause the day clock.
|
||
- Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into `USessionLossResolver`. Replace `EndGameEmbarrassed` BP-event with the C++ path.
|
||
- Add a debug overlay showing the current loss state and what would be lost if a given cause fired.
|
||
|
||
**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.
|
||
|
||
### Phase 4 — Attributes refactor (1–2 weeks)
|
||
|
||
- Decision: GAS vs. extended `StatsManager`. Recommend GAS — the embarrassment formula has Pulse, Recognition, Coverage, Day/Night, per-NPC-type weights, and food-buff multipliers (§7.1, §6.7), which is exactly what `UGameplayEffect` is shaped for.
|
||
- Add Lust (§7.2), **Pulse (§7.5)**, Recognition (§7.6), Wanted (§7.7), Reputation (§7.8), Followers (§7.9). Money remains in the save schema directly (non-attribute side effects).
|
||
- **Hunger / max-energy decay (§7.3):** add a second layer to max energy. `baseMaxEnergy` (gym progression) stays; introduce `effectiveMaxEnergy` (decays at `maxEnergyDecayRate` per in-game hour toward a floor). Eating any food sets `effectiveMaxEnergy` back to `baseMaxEnergy` as a universal hook in the eat-item flow. Sleep does **not** reset hunger. Health Tracker (§9.7) surfaces effective max alongside current energy.
|
||
- Implement `GetEffectiveCoverage(EBodyPart)` on `ClothingManager` per §6.3.2 — **`max()` across garments covering the part** (no sum, no underwear halving). Replace the `0.0f` stub in `StatsManager::TickComponent`.
|
||
- Lust → masturbate action (Slut-path gated, §7.2). Block the action in BP / quick-action when the player has no Slut investment.
|
||
- **Pulse simulation:** rises with running, masturbation, exposure events; decays toward baseline at rest. Modifies embarrassment and lust gain rates (§7.5).
|
||
- Recognition rise from Blogger photo events; **face-cover bypass via `Face` + `Eyes` slots** (§7.6); reduction via news-site reporting (§11.1).
|
||
- Define the per-rate multiplier interface that food buffs (§6.7) and toy effects (§6.5) will hook into. Don't ship the buffs here; just leave the seams.
|
||
- Debug overlay extension: live values + active modifier sources for every attribute.
|
||
|
||
**Exit criteria:**
|
||
1. Observed-while-exposed embarrassment gain reads coverage and modifiers from the attribute system (no more `0.0f` stub).
|
||
2. Lust + Pulse simulate correctly and visibly influence embarrassment in a playtest scenario.
|
||
3. Recognition increases after a (mocked) photo event and decreases after a news-report action. Face-cover slot occupancy reduces recognition gain.
|
||
|
||
### Phase 5 — Time + calendar + rent + sleep (3–4 days)
|
||
|
||
- `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`).
|
||
- Sleep action on apartment bed: triggers the same path as energy-zero (§4.4) for the "items left outside" cleanup, restores energy (clamped to current effective max), autosaves, advances calendar. **Charges the equipped phone to 100%** (§9.8). **Does NOT reset hunger** (§7.3) — only eating clears effective-max decay.
|
||
- Weekly rent transaction at week boundary; eviction if money insufficient (game over (run), §3.3).
|
||
- **Weekly follower-income auto-deposit** to the bank at week boundary (§7.9, §9.4).
|
||
- Endless-mode flag on `UGlobalSaveGameData`; rent-eviction branch checks it.
|
||
|
||
**Exit criteria:** play through 7 in-game days, get charged rent at the week boundary, eviction triggers on insufficient funds, endless-mode disables eviction, weekly follower income lands in the bank.
|
||
|
||
### Phase 6 — NPC types + recognition pipeline (1–2 weeks)
|
||
|
||
- `ENPCType` enum, type-specific BT branches or per-type controller subclasses: Walker / Stalker / Blogger / Snitch / Harasser. **No Helper.**
|
||
- 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.
|
||
- Wanted-poster mechanic: spawn posters in the city; tearing all down clears `wanted` (§10.3).
|
||
- Recognition flow: Blogger sight + photo event → article → news-site article state → "report" reduces recognition.
|
||
- Wire Snitch's "report to police" → immediate police spawn this session + sets `wanted` (§7.7).
|
||
|
||
**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.
|
||
|
||
### Phase 7 — Commission template system + accept lifecycle (1–2 weeks)
|
||
|
||
- Replace `MissionsConfig`'s hand-authored daily list with `UCommissionTemplate` + procedural generation per §13.4.
|
||
- Add typed objective steps as new `UMissionGoal` subclasses:
|
||
- `BeFullyNaked(duration)`
|
||
- `BeFullyNakedNearNPCs(count, duration)`
|
||
- `WalkNakedDistance(meters)`
|
||
- `MoveDistanceFromClothing(meters)`
|
||
- `BeObservedByNPCType(type, durationOrCount)`
|
||
- `TakePhotoAtLocation(locationTag)` (gated by Phase 8 phone work)
|
||
- `DeliverItemTo(npcOrLocation)` — **player-owned inventory only** (§13.4); the commission does not auto-issue items.
|
||
- `PerformAction(actionId)` — **generator filters path-locked actions** (e.g., `masturbate` is Slut-only).
|
||
- **Accept lifecycle (§13.1 / §13.2):**
|
||
- Both daily and weekly require explicit Accept on the forum.
|
||
- Un-accepted commissions carry no penalty; accepted-but-failed apply the template's `failurePenalty`.
|
||
- Weekly rewards include followers; weekly `failurePenalty` is heavier than daily.
|
||
- **Instant rewards on completion (§13.1 / §13.2 / §3.1 / §4.3):** money wires to the bank, XP credits to the shared pool, followers update on the profile **at the moment of completion** — not on return home. Replace the current `UMissionsManager::CollectRewards` batched flow with immediate crediting in `OnMissionCompleted`. There is no "collect rewards" step at the apartment.
|
||
- **Generator rules:** respect `pathRequirement` (incl. `None`); filter path-locked-action templates by player path investment; substitute a tier-scaled default penalty when `failurePenalty` is empty.
|
||
|
||
**Exit criteria:** daily commissions regenerate from templates each in-game day; weekly arc is distinct; explicit Accept committed flow works end-to-end; rewards credit instantly on completion (no return-home gate); failed accepts deduct the template penalty; un-accepted commissions never penalize the player.
|
||
|
||
### Phase 8 — Phone + forum UI + battery + livestream (3–4 weeks)
|
||
|
||
- Phone as an `AItemActor` (Phase 2 base) with hand / pocket / bag location semantics (§9).
|
||
- `PhoneSubsystem` (§17.1): tickable; owns battery %, active app, livestream session lifecycle, charger interaction.
|
||
- **Battery (§9.8):**
|
||
- Passive base drain + per-app multiplier (Forum/Bank/Maps/Health Tracker/Gallery ~1×, back-camera ~3×, livestream ~5×). Livestream stacks on top of foreground app.
|
||
- Apartment charger interactable: place phone on it, recharges at a fixed rate.
|
||
- **Portable powerbank**: consumable `UItemInstance` purchasable at Convenience Store (§10.4). Single-use, restores fixed % when consumed. S-size container slot.
|
||
- **Hard shutdown at 0%**: all apps lock; livestream ends and deposits earnings-to-date; future tips forfeit. Phone wakes from a consumed powerbank.
|
||
- **Sleep auto-charges to 100%** (voluntary or energy-zero cutscene).
|
||
- Battery % is part of the phone's `UItemInstance` state; persists across saves.
|
||
- Apps: Camera + Gallery, Livestream, Bank, Feetex, Maps, Health Tracker, Forum.
|
||
- **Bank app income breakdown (§9.4):** line items by source — commissions, livestream donations, in-stream tip-request completions, underwear sales, weekly follower auto-deposit.
|
||
- **Livestream (§9.1.1):**
|
||
- `UStreamSession` tickable UObject — works while phone is held OR placed.
|
||
- Per-tick `streamQualityScore` → `FollowerGainCalculator` for the follower trickle (signed by reputation; shrinks at negative rep).
|
||
- End-of-stream deposits both money and accumulated follower delta.
|
||
- **Tip requests:** phone popup with Accept / Decline + countdown. Accept = spawn live objective tracker (reuse Phase 7 primitives). Complete = tip lands + small follower bonus. Fail = viewer count drops (less passive income for the remainder); no rep hit. Decline / timeout = no effect.
|
||
- Photo system: render-to-texture (§17.6 / §21 Q5 — recommended).
|
||
- Wire `TakePhotoAtLocation` commission step to actual photo events.
|
||
- **Phone models + Electronics Shop (§9.9 / §10.4):**
|
||
- 3 tiers (Starter / Mid / Pro). Each is a `UClothingItem`-style data asset (or dedicated `UPhoneItem` definition) with `CameraQuality`, `LivestreamQuality`, `BatteryCapacity` multipliers.
|
||
- Starter is owned at game start. Mid and Pro are bought in-person at the new **Electronics Shop** location (interactable like Wardrobe / Adult Shop).
|
||
- Player can own multiple phones simultaneously — store them in the wardrobe / inventory as regular `UItemInstance`s. Only the equipped phone is active.
|
||
- Hot-swap from the apartment wardrobe; battery percentage is per-phone-instance and **does not transfer** on swap.
|
||
- Profile state (gallery, follower count, livestream history) lives on the player profile, never on the phone — swapping phones does not move or duplicate this state.
|
||
- `CameraQuality` multiplies `exposureScore` for photo posts (§13.5). `LivestreamQuality` multiplies per-tick `streamQualityScore`. `BatteryCapacity` multiplies the total charge budget (drain rates unchanged).
|
||
|
||
**Exit criteria:** end-to-end photo loop (capture → gallery → post → follower count updates). Livestream can be started, run while the phone is placed, generate trickle followers + donations, accept and complete a tip request for a bonus, end with payout. Battery drain visibly different per app; charger and powerbank both restore charge; 0% hard-shutdown behaves correctly. Buying a Mid / Pro phone at the Electronics Shop adds it to the wardrobe; equipping it visibly improves photo / stream gain rates per the multipliers.
|
||
|
||
### Phase 9 — Path progression + content authoring (2 weeks)
|
||
|
||
- **Single shared XP pool** — not per-path. Add `XP` to the save schema. Player invests XP via the forum profile (§13.3) into any path's attribute pool.
|
||
- A path's level is derived from how many upgrades the player has purchased from that path's pool (§5.4 / §7.10) — there is no per-path XP counter.
|
||
- Level-gating on clothing (§5.1–5.3) and on path-tagged commission templates (§7).
|
||
- 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).
|
||
- Masturbation gating (§5.1, §7.2) — hide the quick-action entry until the player has at least one Slut-path upgrade.
|
||
|
||
**Exit criteria:** all three paths have at least 5 unlockable items and 3 path-specific commission templates. Slut-path-locked actions correctly hidden until the player invests. XP spent into one path raises *that* path's level without consuming XP that could go to another path.
|
||
|
||
### Phase 10 — Remaining systems & polish
|
||
|
||
- Bag inventory (§6.4) — uses Phase 2's `AItemActor` for world placement.
|
||
- **Food (§6.7):**
|
||
- Implement the locked vocabulary: 2 instant effects (energy restore, lust decrease) + 4 timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance).
|
||
- Universal built-in effect: every food restores effective max energy to base max (hunger reset; §7.3 hookpoint from Phase 4).
|
||
- Stacking: different types parallel; same type additive to a per-type cap.
|
||
- Three cooking minigames (slice / stir / cook); scoring modulates buff strength; never poison.
|
||
- Gym / beauty salon / adult shop / café / convenience store (§10.4). Convenience Store stocks powerbanks (Phase 8 dep). Adult Shop stocks toy items for the three toy slots (Phase 1 dep).
|
||
- Rip & tear (§6.3.5).
|
||
- **Theft model (§6.3.4)** — implement `T_grace` / `T_grace_bag` grace timers and per-tick `P_theft` chance roll. No ramp. Hiding-spot mechanic is currently spec-ambiguous (see Working notes) — coordinate before implementing.
|
||
- Expose action (§6.3.6) — read `CanExpose` per garment, blocked by overlapping coverage. Also blocked when `BlockExposeAction` is active in the restrictions set.
|
||
- **Restrictions enforcement (§6.3.7 / §10.4.1):**
|
||
- Wire each `Block*` flag into the relevant subsystem (`BlockRun` into movement, `BlockPhoneUse` into `PhoneSubsystem`, `BlockMasturbate` into the quick action, `BlockSlotChange(slot)` into `ClothingManager::PutOnClothing` / `RemoveClothing`, etc.).
|
||
- **Restraint removal:** Key + timed-unlock action with a **DBD-style skill-check minigame** (§10.4.1). Rotating pointer + target zone; hits speed up removal; misses do nothing; no fail state. Restraint always comes off when the baseline timer expires.
|
||
- **Casino (§10.4 / §10.4.2):** new location, significant scope.
|
||
- Three game UIs: slots (instant single-button), blackjack (vs. dealer NPC, in-game-minute pacing), roulette (multi-bet single spin, in-game-minute pacing). No poker.
|
||
- VIP room interactable: pay per-day entrance fee at reception; access flag clears at next day boundary.
|
||
- Strip-game blackjack and roulette tables in VIP: bet a clothing item from an equipped slot. Lost garments transfer to a **casino lost-and-found** safe inventory keyed to the player; retains `UItemInstance` identity per §6.1. Reclaim by winning back at the same table or paying a flat buy-back fee at reception.
|
||
- Wire casino income/loss into the Bank app income breakdown (§9.4).
|
||
- Underwear selling (§15.1) — Feetex drop-box or location drop-off variant. Backed by `DeliverItemTo(npcOrLocation)` from Phase 7.
|
||
- Wanted-poster takedown (§10.3) — interaction + spawn placement pass.
|
||
- Beach + Train Station locations (§10.4) for full-launch scope.
|
||
- Final tuning of all §21 numbers (theft, food caps, battery, tip-request distribution, embarrassment / lust / energy / pulse rates, face-cover magnitudes, casino RTP + VIP fee, phone-tier multipliers, restraint minigame parameters, hunger decay, etc.).
|
||
|
||
---
|
||
|
||
## 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.
|
||
- **Slot-vocabulary reshape will break BP references** — coordinate before renaming/adding values in `EClothingSlotType`. The character constructor creates skeletal-mesh components keyed to those names; expect BPs in `Content/Blueprints/Player` to need a touch.
|
||
- **Toy items vs. clothing items:** the `UClothingItem` schema (coverage, `CanExpose`, `IsRestrictive`) doesn't fit sex toys cleanly. Strongly recommend a separate `USexToyItem : UItemInstance` (with `LustModifier`, `EmbarrassmentModifier`, `PulseModifier`, `VibrationAudible` fields) rather than overloading `UClothingItem`. Decide before Phase 1 toy work begins.
|
||
- **XP is a single shared pool** (GDD §5, §7.10). Do not introduce per-path XP counters in Phase 9 or earlier — a path's level is derived from how much the player has invested into that path's attribute pool.
|
||
- **Food buff hookpoints belong in Phase 4** (attribute multiplier interface), even though the food items themselves ship in Phase 10. Leave the seams; don't retrofit later.
|
||
- **Hunger hookpoint also belongs in Phase 4.** Add `effectiveMaxEnergy` + decay tick when adding Lust / Pulse / etc., so Phase 10's food items only need to call an existing reset method.
|
||
- **README contradiction — follower income cadence.** §7.9 line 433 says "Followers generate money each day"; §9.4 and §13.3 say weekly auto-deposit at week boundary. Don't pick one in code until the GDD is reconciled. Phase 5 implementation depends on resolution.
|
||
- **README contradiction — hiding spots vs sleep loss.** §6.3.4's new "Hiding spots" bullet says items have a *chance* of theft after sleep, but §4.4 says sleep = guaranteed loss of anything outside. Phase 10 theft work must wait until the GDD resolves whether hiding spots are an explicit exception to the sleep rule or only affect in-session theft chance.
|
||
- **README contradiction — masturbation gating.** §7.2 says non-Slut players "must accept the max-lust handicaps... until they go home and masturbate in home before sleep" — but §5.1 has masturbation as a Slut-path unlock. Phase 4 masturbate-action work needs the spec reconciled: either home masturbation is universally available (with public masturbation gated by path) or non-Slut players cannot masturbate at all.
|
||
- **Stale §5.3 Slave path text** in the README still says "(cuffs require NPC help to remove)" — contradicts the Key + minigame removal flow. Phase 6 / Phase 10 work should not implement an NPC removal path; if encountered, treat it as stale documentation.
|
||
- _empty beyond this point_
|