64 KiB
Development Plan
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.
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.
0. Vertical Slice (First Playable Demo) — milestone plan
Added 2026-05-30. This is the active near-term target and supersedes the linear Phase 1→10 ordering below as the working priority. The phased roadmap (§3) is still the long-range map; this section re-prioritizes it toward one goal: a playable build that proves the core loop is fun before we invest in breadth.
0.1 Status re-audit (the §1 snapshot below is stale)
A pass over the actual tree on 2026-05-30 shows the code is well ahead of §1. Corrections (verified by reading source, not inferred):
- Phase 1 — done.
EClothingSlotTypeis the locked 18-slot list (Clothing/ClothingSlotType.h). Item identity is a cleanUItemDefinition/UItemInstancesplit withCreateInstance,CreateFromRecord,ToSaveRecordand stable GUIDs (Items/).UClothingItemDefinitiondroppedIsUnderwear/IsRestrictiveand now carries aRestrictionslist (FClothingRestriction+ERestrictionType),CanExpose,ContainerSlots,CoveredBodyParts,HiddenBodyParts. Toy items exist (Items/SexToyItem+SexToyInstance).STARTING_MONEYis applied at new-save creation;Moneylives on the save. - Save — rearchitected, the "empty save" bug is gone.
UGlobalSaveGameDatais now the durable state container with granularAdd/Update/RemoveforWardrobeItems/EquippedItems/WorldItems(allFItemSaveRecord).USaveSubsystem::GetCurrentSavecreates + seeds a new save fromStartingSaveData.GameMode::BeginPlayrehydrates worldAItemPickups from records with transforms. Round-trip architecture is in place. - Phase 2 — done.
Interactables/ItemPickupis the world item actor; drop/pickup + interaction (Interaction/InteractionComponent) exist. - Phase 3 — done.
SessionManagerSubsystem+SessionLossResolveras previously noted. - New since snapshot:
Censorship/CensorshipComponent,Clothing/ClothingVisualsComponent(runtime per-slot mesh spawning) +ClothingSlotsData, GASP-style movement enums (Global/Gait|Stance|AirMode|MovementState), and a full UI layer (UI/HUDWidget,GameLayoutWidget,Inventory/*panels,RadialMenu/*= the §14.1 quick-action menu). - Minor spec drift to fix when convenient:
ERestrictionTypespellsBlockPhoneUseasBlockPhoneUsageand splits the GDD's singleBlockExposeActionintoBlockBoobsExpose/BlockVaginaExpose/BlockAnalExpose.FClothingRestrictionfields lackEditDefaultsOnlyso they aren't author-editable in the asset. Not blocking the slice.
§1 should be rewritten in a later pass; until then, trust §0.1 over §1 where they disagree.
0.2 What the slice must prove
One question: is the risk-vs-reward exhibition loop (Pillar 1) fun, moment to moment? Everything else is breadth we can add once that's validated. The slice is the smallest build that lets a playtester feel the core tension end-to-end:
From a cold save: wake in the apartment → dress at the wardrobe → accept a commission from the forum → step outside (session starts) → walk a populated street where NPCs observe you and coverage-weighted embarrassment, lust, and pulse climb → complete the commission's public-exposure objective → money / XP / followers credit instantly → either walk home safely (embarrassment decays, day ends, autosave) or fail the session (embarrassment-max / energy-zero / police) and get resolved home per §4.4. Sleep advances the day; the run survives save → quit → reload.
If that loop reads as tense and rewarding on a greybox street, the design is proven. If it doesn't, no amount of casino/phone/path breadth will save it — so we find out now.
0.3 Cut list (explicitly OUT of the slice)
Deferred to post-slice phases. Do not build these for the demo:
- Full phone & forum stack — battery, gallery, livestream, Feetex, maps, bank app, health tracker, phone models, Electronics Shop (§9, §9.8, §9.9, Phase 8). Replace with a minimal commission-board widget + the existing attribute HUD.
- 90-day calendar, weekly rent, eviction, endless mode, weekly missions, weekly follower auto-deposit (§2.4, §15.2, Phase 5). Slice uses a bare day counter only.
- Casino, gym, beauty salon, café, convenience store, adult shop (§10.4, Phase 10). Wardrobe buy-flow already covers "acquire clothing."
- GAS migration (§17.2, Phase 4) — keep the bespoke
StatsManager. - Procedural commission generation at scale, path-requirement filtering,
failurePenaltytiers (§13.4, Phase 7) — slice hand-authors ~6–10 templates. - Recognition→news pipeline, wanted posters, theft, rip & tear, restraint unlock minigame, food/cooking, bags, underwear selling, XP-spend/path-level UI, multiple phone tiers.
- Toys beyond the data model already present.
0.4 Core code workstreams (priority order)
Each VS-n is a vertical task with a concrete exit check. VS-1 is the gate — it unblocks the entire risk side and should land first.
- VS-1 — Coverage → embarrassment (THE dial). Implement
ClothingManager::GetEffectiveCoverage(EBodyPart)per §6.3.2 (max()ofCoveredBodyParts[b].Coverageacross equipped garments + active expose state; absent part = 0). Feed a per-part exposure weight intoStatsManager::SetObservedand delete the0.0fstub (StatsManager.h:43,StatsManager.cpp). Day/night and recognition multipliers may be stubbed to1.0for now. Exit: standing nude in front of an NPC raises embarrassment visibly faster than standing fully clothed; per-garment coverage changes the rate monotonically. - VS-2 — Lust + Pulse (minimal). Add
Lust/MaxLustandPulse/baseline toStatsManager. Passive lust gain; pulse rises on run / exposure events / observed-while-exposed and decays at rest; pulse multiplies embarrassment and lust gain (§7.5). Masturbate quick-action resets lust. Gating (§23 #25): home masturbation is always available; in-session masturbation is Slut-path-gated. For the slice the in-session entry can ship open if path investment isn't wired yet, but keep the home-vs-session split in mind so it's a config flip later, not a rewrite. Exit: the three attributes visibly interact in a playtest — running spikes pulse, which accelerates embarrassment gain; masturbating drops lust. - VS-3 — Expose action. Radial-menu entry per equipped garment exposing the parts in its
CanExpose; temporarily counts those parts as uncovered for VS-1 math; blocked when another garment covers the same part (§6.3.6). Reuses the existingRadialMenu+ClothingManager. Exit: flashing a coat in front of an NPC produces an embarrassment spike that ends when the expose ends. - VS-4 — Commission accept + instant reward. Add the Accept lifecycle (commit on accept, no penalty when un-accepted) and instant reward crediting on
OnMissionCompleted— money to the save, XP to the shared pool, followers stub (§13.1/§13.2/§23 #23).MissionsManagercurrently completes a mission but credits nothing (MissionsManager.cpp:27-32) — wire crediting here. Ensure the typed goals the slice needs exist (BeFullyNaked,BeFullyNakedNearNPCs,ExposeBodyPart— partially covered byFlashGoal/ExposeBodyPartRestriction). Surface it through a minimal forum/board widget (accept + active-objective tracker) reusing the existing UI layer. Exit: accept a commission, satisfy it in the world, see money/XP/followers tick up at the moment of completion with no return-home step. - VS-5 — NPC types + the session-loss threat. Differentiate at least Walker / Stalker / Blogger by observation weight + behavior (Stalker = sustained stare, high embarrassment; Blogger = photo → recognition stub), plus a Snitch → Police beat that drives a real escape: Snitch report sets a chase, Police capture routes through the existing
SessionLossResolver(PoliceCapture,bPoliceChaseActive). This is what makes the street a risk space (Pillar 1). Exit: the three civilian types feel distinct; a Snitch can trigger a police chase that ends in a §4.4 capture resolution. - VS-6 — Day loop. A lightweight
TimeOfDaySubsystem(or formalize the BP-drivenGameMode::OnHourChanged): day phase 08:00–20:00, NPC density gated by phase (fix the09–21window inNPCSpawner.cpp:40and theHour==4day-roll inGameMode.cpp:54). Sleep at the apartment bed advances the day, restores energy, and autosaves. Rent stays stubbed off. Exit: play a full day, sleep, wake on the next day with state intact. - VS-7 — Save round-trip across the loop (gate). Validate equip/unequip, world drop, wardrobe, money, day index, and attribute snapshot survive save → quit → reload, exercising the loop end-to-end (this is the existing Phase 1 exit criterion, re-run against the live loop). Exit: §6.6 inventory table holds after each session-loss cause, and a mid-run reload reproduces the player's exact state.
0.5 Art & content track (parallel — the long pole)
Runs alongside the code track; the district + clothing set gate the first real playtest, so start them immediately. For Oleh / artist:
- One functional district. Apartment interior (wardrobe, bed; charger spot optional) + a contiguous block of streets/alley with built nav mesh, NPC spawn points, and 2–3 commission landmarks. Greybox is acceptable for the slice, but it needs working collision, lighting, and a clear "apartment door = session boundary" threshold for the
ALocationTrigger. - Clothing set spanning the coverage curve. ~8–12 items across slots, authored from fully-covering → revealing → underwear so the VS-1 dial is actually testable, plus 1–2 expose-capable garments (coat / pleated skirt) for VS-3. Skeletal meshes + materials wired through
ClothingVisualsComponent. AuthorCoveredBodyPartsvalues deliberately (the "just underwear" discount lives in the numbers, §6.3.2 / §23 #20). - Player body states. Base body + the existing censorship meshes + a clean nude state that reads correctly with the coverage system.
- Exhibition animation set. Montages for expose, masturbate, photo-react idle, and embarrassment reactions; NPC reaction anims (Walker glance, Stalker stare, Blogger photo, Snitch point/call). A shared retargeted GASP set is fine for the slice — these don't need to be bespoke yet.
- 3–5 NPC visual variants so a crowd doesn't look cloned.
- Minimal UI/audio. Commission-board + objective-tracker widget art (reuse existing
UI/+Audio/UItone set), an observation/exposure stinger, and a camera-shutter SFX for Blogger photos.
0.6 Sequencing, risks, and definition of done
- Critical path: VS-1 → (VS-2, VS-3, VS-5 in parallel) → VS-4 board → VS-6 loop → VS-7 gate. VS-6 and the art track can run from day one independently.
- Top risks: (1) the coverage→embarrassment dial doesn't feel like risk even when wired — mitigate with the debug overlay (Phase 4 note) showing live modifier sources from VS-1 onward; (2) art content is the schedule driver, not code — lock the district + clothing scope early and greybox aggressively; (3) NPC density vs. perf on a populated street (§19) — cap spawns low for the slice, defer instanced-extras LOD.
- Definition of done: a first-time playtester completes the §0.2 walkthrough end-to-end in one sitting on the greybox district, the risk dial legibly tracks coverage/exposure, both a safe return and at least one loss cause resolve correctly, and the run persists across a save/quit/reload. When that's true, return to §3 for breadth (phone/forum, calendar/rent, NPC/recognition depth, paths, then the Phase 10 locations).
1. Implementation status snapshot
State of the C++ module as of the latest pass. File references use Source/NakedDesire/... paths.
1.1 Implemented
- Item identity scaffold (GDD §6.1) —
Items/ItemInstance.hdefinesUItemInstanceas an abstractUObjectwith a stableFGuid InstanceID, auto-assigned inPostInitPropertiesand refreshed inPostDuplicate.Clothing/ClothingItemInstance.hinherits from it and holds per-instanceCondition, a pointer to the immutableUClothingItemdefinition, and aStoredItemsarray for container slots. - Definition / instance split (GDD §6.1, §17.4) —
Clothing/ClothingItem.his the immutableUPrimaryDataAssetdefinition. Most fields align with the current GDD:Coverage,CanExpose,ContainerSlots(typed S/M/L viaEGarmentContainerSlotType+FGarmentContainerSlot),ProgressionPath, plus rendering data (SkeletalMesh,Materials,StaticMesh). TheIsUnderwearandIsRestrictivefields also exist but no longer match the locked spec (§20 #20, §20 #21) — see §1.4 for the removal / migration work. - Progression path enum (GDD §5) —
Progression/ProgressionPath.hdefinesEProgressionPath { None, Slut, Exhibitionist, Slave }. Used onUClothingItem::ProgressionPath. - Body-part enum (GDD §6.3) —
Clothing/BodyPart.hdefinesEBodyPart { None, Boobs, Ass, Genitals }. Used onUClothingItem::CanExpose. - Save scaffolding (GDD §16) —
SaveGame/SaveSubsystem.h/.cpp(UGameInstanceSubsystem),SaveGame/ItemSaveRecord.h(generic{ InstanceId, Definition, Condition, ParentId }).Global/Constants.hnow usesDefaultSaveSlotNameinstead of a singleSLOT_NAMEmacro. - Observation-driven embarrassment (GDD §7.1) —
NPC/NPCAIController.cpp:56-69listens toOnTargetPerceptionUpdatedand forwards bSensed transitions toStats/StatsManager::SetObserved.Stats/StatsManager::TickComponent(StatsManager.cpp:23-38) now gates gain vs. decay onObserverCountinstead of unconditional decay. Foundation for Phase 4. - Modular character w/ per-slot meshes —
Player/NakedDesireCharacter.cpp:40-67creates 14 skeletal mesh components, one per currentEClothingSlotTypevalue. 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). - Equip / unequip / drop event —
Clothing/ClothingManager.cpp:88-163(slot-based, broadcastsOnClothingEquip / Unequip / DroppedwithUClothingItemInstance*). - Censorship toggle — compliance feature on
NakedDesireCharacter(BoobL/R,Front/BackBottomstatic meshes), driven byUNakedDesireUserSettings. - AI sight + behavior tree —
NPC/NPCAIController.cppruns a BT withPlayer/TargetLocation/SpawnLocationblackboard keys.NPC/NPCSpawner.cppproximity-gated spawn with day / night caps. - Mission framework —
Mission→MissionGoal→GoalRestrictioncomposition (MissionBuilder/). Two goals (FlashGoal,MinTimeGoal), three restrictions (EquipClothing,ExposeBodyPart,Location). Iterate-and-mutate bug inMissionsManager::RefreshDailyMissionsresolved (MissionsManager.cpp:53-68). - Daily-mission OOB guarded —
NakedDesireGameMode::RefreshDailyMissionsnow clampsDaysPassedto the authored array bounds (NakedDesireGameMode.cpp:70-71). Still a hand-authored list (see §1.3). - Location triggers —
Locations/LocationTrigger,Locations/LocationDatavia gameplay tags (GDD §10.4 area foundation).ALocationTriggernow carries abIsApartmentflag; when set, its box overlap drives session start / end on the session subsystem. - Session manager (GDD §4.1–§4.4) —
Global/SessionManagerSubsystem.h/.cpp(UWorldSubsystem). TracksbSessionActive, emitsOnSessionStart/OnSessionEnd(ESessionLossCause);ESessionLossCause = { SafeReturn, EmbarrassmentMax, EnergyZero, PoliceCapture }. ApartmentALocationTriggerstarts a session on exit and safely ends it on re-entry. Subscribes (next-tick after world begin play) toUStatsManager::EmbarrassmentUpdate(max-hit →EmbarrassmentMax) andEnergyUpdate(≤0 →EnergyZero). ExposesbPoliceChaseActive(+ setter / getter) for the §4.4 loss-precedence rule the resolver owns. Replaces the oldEndGameEmbarrassedGameMode BP call, whichUStatsManager::IncreaseEmbarrassmentno longer invokes. TheEndGameEmbarrassedBlueprintImplementableEvent declaration still exists onANakedDesireGameModebut is now dead from C++ and should be removed once BP no longer references it. - Session loss resolver (GDD §4.4) —
Global/SessionLossResolver.h/.cpp(UWorldSubsystem). Single entry pointResolveLoss(ESessionLossCause), bound toUSessionManagerSubsystem::OnSessionEnd. Applies the police-chase precedence override (any cause →PoliceCapturewhilebPoliceChaseActive), then per cause:EmbarrassmentMaxno-cost;EnergyZerodestroys every worldAItemPickup+ clears its save record (guaranteed sleep loss);PoliceCapturedeductsPoliceCaptureMoneyPenaltyif affordable else flags a holding-cell outcome;SafeReturnno loss. Never strips equipped clothing. Autosaves, then broadcastsOnSessionLossResolved(FinalCause, bWentToHoldingCell)for the BP presentation / time-skip layer. See §1.3 for the pieces still delegated to BP / later phases. - Movement —
EnhancedInput, walk / run / crouch (NakedDesireCharacter.cpp:115-127), stamina-gated run (Ticklines 91-113). - Wardrobe interactable —
Interactables/Wardrobe.hholdsTArray<TObjectPtr<UClothingItemInstance>> ClothingItems;NakedDesireGameMode::BuyItemcharges money and pushes into the wardrobe.
1.2 Partially implemented (deviates from GDD)
- Save subsystem (GDD §16) — scaffolded but not actually wired through gameplay.
USaveSubsystem::SaveGame(SaveSubsystem.cpp:10-13) delegates toUGlobalSaveGameData::SaveGame, which creates a fresh emptyUGlobalSaveGameData(GlobalSaveGameData.cpp:45-53) and writes it — i.e., it does not capture the live player / wardrobe / world state at all.USaveSubsystem::LoadGamecalls 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. - Item identity → world (§6.1) —
UItemInstanceGUIDs exist, but no item has been promoted to a worldAActor.ClothingManager::DropClothing(ClothingManager.cpp:156-163) still only broadcastsOnClothingDropped— no spawn, no parent reassignment in any registry. - Attributes (§7) —
StatsManagercovers 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 at0.0fwith 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. - Coverage (§6.3.2) —
UClothingItem::Coverageexists;ClothingManager::IsBodyTypeExposed(ClothingManager.cpp:14-25) is still binary. NoGetEffectiveCoverage(EBodyPart)function. The locked formula is nowmax(coverage)across garments covering a body part — not sum, and no underwear halving (§20 #20).UClothingItem::IsUnderwearis dead spec and should be removed during the Phase 1 cleanup. - Body-part enums — duplicated — both
Player/PrivateBodyPartType.h(EPrivateBodyPartType { FrontBottom, BackBottom, FrontTop }) andClothing/BodyPart.h(EBodyPart { Boobs, Ass, Genitals }) exist.UClothingItem::CoveredBodyPartsuses the old enum;UClothingItem::CanExposeuses the new one. Half-migrated. - 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 inMissionsConfig::DailyMissionskeyed by day index — no procedural generation, no Accept lifecycle (§13.1 / §13.2), no path-filtering on the generator (§13.4). - Day / night —
NPCSpawner.cpp:38-41readsGetCurrentTime().Hoursand gates spawn cap, but does not affect embarrassment gain, NPC type weighting, or police spawning (see §1.3).
1.3 Missing
- Session loss — remaining (GDD §4.4) — the transactional resolver exists (
USessionLossResolver, see §1.1), but several outcomes depend on systems not yet built: the energy-zero trudge-home cutscene, the holding-cell cutscene, the fade/teleport-to-apartment, and the time skips (one sleep cycle / fast-forward to next morning) are all delegated to BP viaOnSessionLossResolvedand not yet authored. Bag-placed-in-world loss is a TODO (bags absent, §6.4).ClearWanted()is a stub (no Wanted attribute until Phase 4/6, §7.7). Apartment-interior detection for loose-item loss is approximated (allAItemPickups treated as "outside"). - 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).
- Phone (§9) — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker. Includes the new sub-systems:
- 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%.
- Livestream tip requests (§9.1.1) — viewer-driven action requests with phone popup (Accept / Decline + countdown); fail = viewer count drops, no rep hit.
- Livestream follower trickle (§9.1.1) —
streamQualityScoreticks throughFollowerGainCalculatorper tick. - Bank app income breakdown (§9.4) — line items by source incl. the weekly follower auto-deposit at week boundary.
PhoneSubsystem(§17.1) — tickable subsystem owning phone state (battery %, active app, livestream session lifecycle, charger interaction). Does not yet exist.- 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. - Photo & livestream — absent.
- NPC types (§10.2) — only one generic
ANPCclass. No Walker / Stalker / Blogger / Snitch / Harasser, no Police, no Wanted-poster mechanic. - Calendar, rent, sleep (§2.4, §15.2) —
DaysPassedincrements inNakedDesireGameMode::OnHourChanged(4), but no week, no rent, no eviction, no sleep action, no apartment bed interaction. - Item-world AActor (§6.1) — no
AItemActor/AClothingPickupbase. - Bag inventory (§6.4) — absent.
- Theft (§6.3.4) — new chance-based model (per-tick
P_theftafter grace period) not implemented. No theft timer / probability code at all. - Rip & tear (§6.3.5) — absent.
UClothingItemInstance::Conditionis read-only in code; no decrement source. - Expose action (§6.3.6) —
CanExposedata exists on the definition; runtime action absent. - Restrictions system (§6.3.7 / §10.4.1) —
IsRestrictiveboolean exists onUClothingItembut is now stale spec. The locked design is a per-itemrestrictionslist with granular entries (BlockRun,BlockCrouch,BlockPhoneUse,BlockItemPickup,BlockMasturbate,BlockExposeAction, and parameterizedBlockSlotChange(slot)). No code enforcement of any restriction flag; no Key-based unlock flow; no DBD-style unlock minigame (§10.4.1). - Bodysuit exclusion rule (§6.5) — when implementing the new slot enum,
ClothingManagermust auto-unequipTop/Bottom/UnderwearTop/UnderwearBottomon bodysuit equip, and vice versa. - Toy slots (§6.5) —
Nipples,Anal,Vaginaare 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. - Adult shop, gym, beauty salon, café, convenience store — none.
- 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.
- Recognition, wanted state, news (§7.6–§7.7, §11.1) — absent. Face-cover bypass via
FaceandEyesslots is part of this work. - Underwear selling (§15.1) — absent. Backed by the
DeliverItemTotyped objective (player-owned source only, §13.4). - Endless mode flag (§3.3) — absent.
- Pulse attribute (§7.5) — absent (new in the updated GDD).
- 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.
StatsManagercurrently has onlyMaxEnergy = 1000.0f(StatsManager.h:20) — no hunger field, no decay tick, no eat-restores-hunger hook. - 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).
- 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).
- 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
UItemInstanceidentity 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. - 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. - 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).
- 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 onOnMissionCompleted. - 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).
- GAS adoption (§17.2) —
StatsManageris still a bespokeUActorComponent; noUAttributeSet, noGameplayEffect-driven modifiers.
1.4 Conflicts to resolve
-
SaveGameUPROPERTY typo —GlobalSaveGameData.h:35declaresUPROPERTY(SaceGame)instead ofSaveGameonDaysPassed. The field will not serialize. -
USaveSubsystem::SaveGamewrites 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. -
USaveSubsystem::LoadGameignores the loaded object — static returns a populatedUGlobalSaveGameData; subsystem stores / applies nothing. -
EClothingSlotType— concrete reshape to the locked 18-slot list (GDD §6.5)Current enum (
Clothing/ClothingSlotType.h, 14 values):Nipples, Anal, Vagina, Head, Neck, Face, Eyes, Body, Top, Bottom, Bra, Panties, Socks, Shoes.Target (18 slots, 4 groups): see GDD §6.5. Migration table:
Current Target Action TopTopKeep BottomBottomKeep BraUnderwearTopRename PantiesUnderwearBottomRename BodyBodysuitRename + enforce exclusion with Top/Bottom/UnderwearTop/UnderwearBottomSocksSocksKeep ShoesFootwearRename — OuterwearAdd HeadHeadKeep FaceFaceKeep (now a face-cover slot per §7.6) EyesEyesKeep (now a face-cover slot per §7.6) NeckNeckKeep — WristRestraintAdd — AnkleRestraintAdd — NeckRestraintAdd (distinct from cosmetic Neck; auto-exclusion is not enforced — content authoring handles visual collision)NipplesNipplesKeep — now a toy slot, not a body-clothing slot AnalAnalKeep — now a toy slot VaginaVaginaKeep — now a toy slot 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 inContent/Blueprints/Player.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.Toy slots are independent and stackable; their items are sex toys (not clothing) but use the same
UItemInstancemodel. TheUClothingItemdata class is named for clothing — aUSexToyItem(or similar)UItemInstancesubclass may be cleaner than reusingUClothingItemfor toys, since the toy effects (lust modifier, embarrassment modifier, pulse modifier, NPC-audible vibration) don't map onto clothing's coverage /CanExpose/IsRestrictivemodel. -
Two competing body-part enums —
EPrivateBodyPartTypevs.EBodyPart.ClothingItem::CoveredBodyPartsuses one,ClothingItem::CanExposeuses the other. The censorship / observation code paths inNakedDesireCharacterandClothingManagerare still onEPrivateBodyPartType. Pick one (recommendEBodyPart) and migrate. -
UClothingListforward-declared inGlobalSaveGameData.h:11;Wardrobeand save records no longer use it. Dead reference; remove. -
Moneyrepresentation —ANakedDesireCharacter::Moneyisint(NakedDesireCharacter.h:132);UGlobalSaveGameData::Moneyisfloat(GlobalSaveGameData.h:27). Pick one authoritative location and one type. -
STARTING_MONEYmacro defined inConstants.h:8but unreferenced. Either wire it into save / character init or remove. -
ClothingItemInstancehas no public constructor / factory —ClothingItempointer isprotectedwith noInit(UClothingItem*). Wardrobe / BuyItem flows rely onEditAnywhere Instanceddesign-time population, which won't support runtime purchase or save-driven hydration. -
UClothingItem::IsUnderwearis dead spec —ClothingItem.h:82. The locked design (§20 #20) drops the field entirely;coverageis authored directly to reflect the "just underwear" discount. Remove the field and any references during Phase 1. -
UClothingItem::IsRestrictiveis dead spec —ClothingItem.h:76. The locked design (§20 #21) replaces the boolean with a granularrestrictionslist. Remove the boolean and add aTArray<FClothingRestriction>(or equivalent) supportingBlockRun,BlockCrouch,BlockPhoneUse,BlockItemPickup,BlockMasturbate,BlockExposeAction, andBlockSlotChange(slot). Restriction evaluation is the union across all equipped items. -
UClothingItemper-body-part coverage TODO is now resolved against —ClothingItem.h:61carries// TODO: Add coverage per body part. The locked spec uses a singlecoveragevalue per item (multi body parts viacoversset +max()formula, §6.3.2). The TODO comment should be removed; per-body-part coverage is intentionally not the model. -
StatsManager::TickComponentenergy drain — drains energy at a flat0.9fper tick (StatsManager.cpp:26) regardless of activity. GDD §7.3 specifies per-activity modifiers. -
NPCSpawnerday window — usesHours >= 9 && < 21for "day" (NPCSpawner.cpp:40); GDD §10.1 says08:00–20:00. Off by one hour on each end. -
GDD shifts not yet reflected in code:
- Loss resolver must not strip equipped clothing (§4.4).
- Energy = 0 must trigger a "cutscene → apartment → sleep" flow, not a teleport (§4.4).
- Embarrassment = max must fade to apartment with no extra cost (no time skip, no money penalty, no rep hit) — GDD §4.4.
- Police chase precedence (§4.4): if a chase is active when any other loss fires, the loss resolves as police capture — chase wins.
- 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.
- Theft is a chance-based model with grace periods and flat per-tick
P_theft, not a ramping curve (§6.3.4). - 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.
- 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.
- Per-item
restrictionslist replacesIsRestrictiveboolean (§6.3.7). Granular vocabulary:BlockRun,BlockCrouch,BlockPhoneUse,BlockItemPickup,BlockMasturbate,BlockExposeAction, parameterizedBlockSlotChange(slot). Restrictions union across equipped items. - Coverage math is
max()across garments covering a body part — not sum. No underwear halving; theIsUnderwearflag is removed entirely (§6.3.2). - 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.
- Masturbation gating is home-vs-public (§23 #25, resolved): home masturbation is always available to every player; in-session (public) masturbation is Slut-path-gated. Generator filters
PerformAction(masturbate)(a public objective) for non-Slut players; the §14.1 quick-action shows the entry unconditionally at home and hides the in-session entry until the player has Slut investment (§5.1 / §7.2 / §14.1). - Police spawn day and night while
wanted(§7.7 / §10.3). - 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).
- 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::CollectRewardsflow with immediate crediting onOnMissionCompleted. - Commission generator must respect
pathRequirement(incl.None= path-neutral) and filter templates whose steps reference path-locked actions (§13.4).failurePenaltyfield is canonical; generator supplies tier-scaled default when empty. DeliverItemTomust source from player inventory only; commission does not auto-issue items. Worn-underwear sales (§15.1) are the canonical use case (§13.4).- Livestream → follower trickle via
FollowerGainCalculatorper tick; signed by reputation. Tip requests give an additional bonus on completion (§9.1.1 / §13.5). - 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.
- 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
UItemInstanceidentity. Mixed pacing. - 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).
- 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.
2. Architectural premise
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.
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
SaceGameUPROPERTY typo onDaysPassed(GlobalSaveGameData.h:35). - Add
UClothingItemInstance::Init(UClothingItem* Definition)(or static factory) so instances can be constructed at runtime. - Make
USaveSubsystem::SaveGameactually capture live state intoUGlobalSaveGameData: player money, equipped items, wardrobe items, calendar, observation-attribute snapshot. PopulateFItemSaveRecordfrom current instances. - Make
USaveSubsystem::LoadGameactually apply the loaded data: rebuild instances from records, push into wardrobe +ClothingManagerslots. Replace the commented-outClothingManager::HydrateClothingwith real hydration. - Unify
EPrivateBodyPartTypeandEBodyPartonEBodyPart. MigrateClothingItem::CoveredBodyParts,ClothingManager::IsBodyTypeExposed, censorship paths inNakedDesireCharacter, BT / observation paths. - Reshape
EClothingSlotTypeto the locked 18-slot list (§1.4 table). AddOuterwear,WristRestraint,AnkleRestraint,NeckRestraint. RenameBra → UnderwearTop,Panties → UnderwearBottom,Body → Bodysuit,Shoes → Footwear. Add four newUSkeletalMeshComponents inNakedDesireCharacterfor the new slots. Update BP references in lockstep. - Implement Bodysuit exclusion in
ClothingManager::PutOnClothing(auto-unequipTop/Bottom/UnderwearTop/UnderwearBottom; vice versa). - Define toy items: either a new
USexToyItem : UItemInstance(recommended) or extendUClothingItemwith a toy variant. Toy items targetNipples/Anal/Vaginaslots, carry lust / embarrassment / pulse modifier fields, and an optional NPC-audible-vibration flag. Do not contribute to coverage. - Drop dead spec from
UClothingItem: removeIsUnderwear(ClothingItem.h:82) andIsRestrictive(ClothingItem.h:76); remove the// TODO: Add coverage per body partcomment on line 61 (resolved against — singlecoverageis locked spec). - Replace
IsRestrictivewith arestrictionslist onUClothingItem:TArray<FClothingRestriction>(struct withERestrictionTypeenum + optionalEClothingSlotTypeparameter forBlockSlotChange). 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), makeANakedDesireCharacter::Moneya read-through. ApplySTARTING_MONEYat new-save creation. Reconcile int vs. float. - Remove dead
UClothingListforward declarations.
Exit criteria:
- Item dropped at runtime, condition modified, save → quit → load reproduces the same
FGuid, condition value, and slot / wardrobe membership. EBodyPartis the only body-part enum in use.EClothingSlotTypematches the §6.5 18-slot list. Bodysuit exclusion is enforced at runtime. Toy slots work with at least one placeholder toy item.- A new game starts with
STARTING_MONEYand rent / purchase flows debit the canonical money field.
Phase 2 — World item actors + drop / pickup (1 week)
AItemActorbase wrapping aUItemInstance*(inItems/). Spawn transform, owning instance pointer, SaveGame-tagged.AClothingPickup : AItemActorwith a visual representation (UClothingItem::StaticMeshwhen set, fallback to skeletal mesh impostor).- Hook
ClothingManager::DropClothingto spawnAClothingPickupat 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. USaveSubsystemextension: serializeAClothingPickups asFItemSaveRecords 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)
DONE (DEV-99) —USessionManager(subsystem onUNakedDesireGameInstanceor aUWorldSubsystem). ApartmentALocationTriggerflag drives session start / end. EmitsOnSessionStart/OnSessionEndwith cause.USessionManagerSubsystem(UWorldSubsystem,Global/). See §1.1.DONE (DEV-100) —USessionLossResolver— single class, one methodResolveLoss(ESessionLossCause Cause).Global/SessionLossResolver(UWorldSubsystem). See §1.1. C++ owns the transaction (precedence, money, item loss, autosave); cutscenes / fade / time-skip are delegated to BP viaOnSessionLossResolved. Implements GDD §4.4:- Police chase precedence: if a chase is active (between detection and the disengage timer, §10.3), force
Cause = PoliceCaptureregardless 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 normalfailurePenalty— the cutscene does not pause the day clock.
- Police chase precedence: if a chase is active (between detection and the disengage timer, §10.3), force
Wirethe session subsystem — DONE (DEV-99):StatsManager::IncreaseEmbarrassmentmax-hit and energy-zero intoUSessionManagerSubsystemsubscribes toEmbarrassmentUpdate/EnergyUpdateand the C++ embarrassment path no longer callsEndGameEmbarrassed. DEV-100 routesOnSessionEndintoUSessionLossResolver.- 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 whatUGameplayEffectis 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; introduceeffectiveMaxEnergy(decays atmaxEnergyDecayRateper in-game hour toward a floor). Eating any food setseffectiveMaxEnergyback tobaseMaxEnergyas 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)onClothingManagerper §6.3.2 —max()across garments covering the part (no sum, no underwear halving). Replace the0.0fstub inStatsManager::TickComponent. - Lust → masturbate action (§23 #25): home masturbation always available; in-session (public) masturbation Slut-path-gated. Block only the in-session quick-action entry when the player has no Slut investment; the home entry is always live (§7.2 / §14.1).
- 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+Eyesslots (§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:
- Observed-while-exposed embarrassment gain reads coverage and modifiers from the attribute system (no more
0.0fstub). - Lust + Pulse simulate correctly and visibly influence embarrassment in a playtest scenario.
- 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)
UTimeOfDaySubsystemreplacing the BP-implementable time onNakedDesireGameMode. 90-day calendar, week boundary, day phase08:00–20:00(fix the09–21mismatch inNPCSpawner.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)
ENPCTypeenum, 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 withUCommissionTemplate+ procedural generation per §13.4. - Add typed objective steps as new
UMissionGoalsubclasses: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.,masturbateis 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
failurePenaltyis 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::CollectRewardsbatched flow with immediate crediting inOnMissionCompleted. 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 whenfailurePenaltyis 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
UItemInstancepurchasable 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
UItemInstancestate; 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):
UStreamSessiontickable UObject — works while phone is held OR placed.- Per-tick
streamQualityScore→FollowerGainCalculatorfor 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
TakePhotoAtLocationcommission 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 dedicatedUPhoneItemdefinition) withCameraQuality,LivestreamQuality,BatteryCapacitymultipliers. - 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
UItemInstances. 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.
CameraQualitymultipliesexposureScorefor photo posts (§13.5).LivestreamQualitymultiplies per-tickstreamQualityScore.BatteryCapacitymultiplies the total charge budget (drain rates unchanged).
- 3 tiers (Starter / Mid / Pro). Each is a
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
XPto 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, §23 #25) — hide only the in-session quick-action entry until the player has at least one Slut-path upgrade; the home (apartment) entry is always available.
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
AItemActorfor 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_baggrace timers and per-tickP_theftchance roll. No ramp. Hiding-spot mechanic is currently spec-ambiguous (see Working notes) — coordinate before implementing. - Expose action (§6.3.6) — read
CanExposeper garment, blocked by overlapping coverage. Also blocked whenBlockExposeActionis active in the restrictions set. - Restrictions enforcement (§6.3.7 / §10.4.1):
- Wire each
Block*flag into the relevant subsystem (BlockRuninto movement,BlockPhoneUseintoPhoneSubsystem,BlockMasturbateinto the quick action,BlockSlotChange(slot)intoClothingManager::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.
- Wire each
- 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
UItemInstanceidentity 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/OnClothingUnequipreadsEPrivateBodyPartType. Migration toEBodyPartmust 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 inContent/Blueprints/Playerto need a touch. - Toy items vs. clothing items: the
UClothingItemschema (coverage,CanExpose,IsRestrictive) doesn't fit sex toys cleanly. Strongly recommend a separateUSexToyItem : UItemInstance(withLustModifier,EmbarrassmentModifier,PulseModifier,VibrationAudiblefields) rather than overloadingUClothingItem. 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.RESOLVED (2026-05-30, §23 #25). Home masturbation is always available to every player; in-session (public) masturbation is the Slut-path unlock. README §5.1 / §7.2 / §6.7 / §13.4 / §14.1 and §20 #25 are updated. Phase 4 / VS-2 implementation: gate only the in-session quick-action entry on Slut investment.- 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