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Give Hollywood and the TV Studio the same queue story and validate every venue's placements
2026-11-06 20:55:52 +01:00

Gig Line

Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.

The central design goal is simple:

The player wins by choosing the lowest level of escalation that keeps everyone safe.

Development Priorities

The active planning order lives in PLAN.md (gap analysis and release roadmap), TODO.md (executable checklist) and AGENTS.md:

  1. 0.9.9–0.9.12 patches — finish the Quaternius NPC base on the accepted 62-joint runtime, roll it out to the 12 roles, close the scheduled venue/prop/lighting polish, then verify performance, Web and accessibility.
  2. 0.10.0 minor — public readiness: external playtests, balance acceptance, legal/storefront/signing decisions, the platform matrix and the documentation/picture lock.
  3. 0.10.x → 0.11.0 — live incident replay, a fourth venue and the localization foundation.
  4. 0.12.0 → 1.0.0 — signed storefront builds, a frozen save contract, content complete, release candidates and the stable release.

Versions are assigned only when a track's scope is accepted into a release. Every major, minor and patch version requires a changelog entry, a local release build and artifact verification before tagging.

⬇️ Downloads

Platform Package
Windows — installer gig-line-setup-<ver>.exe · contains all game data, shortcuts + uninstaller
Windows — portable gig-line-windows-<ver>.exe · 64-bit, no install needed
Linux — AppImage gig-line-<ver>-x86_64.AppImage · single file, chmod +x and run
Linux — portable gig-line-linux-<ver>.x86_64 · 64-bit, chmod +x and run
macOS gig-line-macos-<ver>.zip · unsigned build, quarantine note below
Web (browser) gig-line-web-<ver>.zip · unzip and serve the folder from any static host (no special headers)
Desktop HQ gig-line-desktop-hq-<ver>.zip · optional Forward+ build with volumetric fog/SDFGI/flashlight; requires a Vulkan-capable GPU/driver

All releases: https://git.allucanget.biz/zwitschi/security-game/releases

Downloads are public (no sign-in required) since the host's instance-wide REQUIRE_SIGNIN_VIEW was disabled on 2026-10-31.

Latest published: v0.9.9 — the character-roster patch: all twelve NPCs now use the CC0 Quaternius base with the five tint slots, role gear and baked maps. Superseded: v0.9.8, the character-development patch: the 12-character library, realistic face pass, four crowd-variety variants and the wrist/hip/knee deformation fixes. Previous 0.9.x patches added the Hollywood/Joke Shop maps, UI/accessibility polish, NPC visual optimization, texture/material refinement and integration checkpoint.

Current source: v0.9.8 — tagged from the same commit. The 0.10.0 development track remains gated on the Quaternius NPC rollout, local-map work and release approvals. Releases are built automatically when a vX.Y.Z tag is pushed (see docs/process/RELEASING.md); manual builds use ./tools/build_releases.sh. Installer/AppImage packaging runs in the same pipeline (NSIS + appimagetool) and uploads with the portable binaries.

macOS builds are unsigned: right-click → Open, or clear the quarantine with xattr -dr com.apple.quarantine gig-line-macos.zip. Build instructions and the release pipeline live in docs/process/RELEASING.md.

If you are here to develop or test locally instead of downloading, jump to Setup and Run below.

The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a stylized El Capitan Entertainment Centre block, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.

Screenshots

Every capture is rendered from the current build by tools/check_screenshots.sh (21 captures, compared against the runtime art). The full gallery, including every UI state, is in docs/screenshots/.

Venues

Hollywood Boulevard day shift Hollywood Boulevard — day. The El Capitan Entertainment Centre block: six Ionic columns, Masonic parapet, event banners, eight stone steps and the Walk of Fame terrazzo.
Hollywood Boulevard at night Hollywood Boulevard — late. Sconces pool on the limestone, street lamps light the boulevard and the skyline fades into night haze.
Flashlight on the entrance at night Night patrol. A tight flashlight spot picks out the door and the person in front of it; movement and awareness change at night.
The Joke Shop at night The Joke Shop. A black Sunset Strip club under its signature-covered canopy, circular blade sign, red curtains and the dry hillside behind.
Late-night TV studio arrival TV Studio arrival. Stone facade, bulb canopy, black car and crowd barriers for a late celebrity arrival.

Interaction and systems

Targeting an NPC Focus and targeting. The cone focus ring, name tag and target chip; Tab/wheel cycles nearby people without aiming.
Access inspection Access inspection. A venue-correct wristband check with evidence shown before the admit/refuse decision.
Radio report Radio report. Security assistance with location, behaviour and what was actually seen.
Wand screening Wand screening. A false alarm on keys: ask the guest to identify the item before choosing a response.
Escalation HUD Escalation. Level 3 blocking with the shape meter, body camera armed and the reaction log.
Body-camera timeline Body-camera timeline. Every recorded event, step by step, in the shift review.
Precision walk Precision walk. Half-speed close work on the steps, with the HUD state chip visible.

Shell and UI

Start menu Venue menu. Day and night rows for Hollywood, the Joke Shop and the TV Studio, campaign continue and review links.
Settings Settings. Difficulty, volumes, HUD scale, reduce motion, captions and key/button remapping, all persisted.
Shift review Shift review. Grade, policy outcome, incidents, responder results and campaign Continue.
Action wheel Action wheel. De-escalation first: stop, look, point, no, ask, inspect, warn, block, reason, recognize, radio.

3D asset progress

The character roster is built from the CC0 Quaternius bases (ADR-0017/ADR-0018) and audited before use; the procedural library and the MakeHuman head stay as the tested fallback. The sheets below show the current library and will be replaced after the 12 × 6 baseline review.

Eight NPC characters Character library. Twelve role-dressed variants (4.5–6.4k triangles each) on three CC0 Quaternius bases, with five tint slots, attach-point gear and baked maps.
Prop library Street and venue props. Twenty library props with colliders, navigation avoidance and colour atlases.
Neutral NPC baseline Neutral baseline. 8 characters × 6 views (front, three-quarter, profile, back, full body, crowd) used for the 0.9.4 pass and the current re-evaluation.
Texture refinement comparison Texture refinement. 128 → 256 px NPC maps and a 4× fabric weave, shown before/after on the same camera.
Crowd-variety prototypes Crowd variety prototypes. Four approved looks (bun/slim, bald/broad, coat/umbrella, hood/cup) queued for the roster build.

More sheets and the review criteria are in docs/blender_previews/ and docs/assets/3d-model-review.md.

Game Overview

A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why each person is approaching, verify access with recognition, wristbands, IDs, tickets or credentials, and escalate only when necessary. The game rewards calm resolution over force. The venue menu splits Hollywood Boulevard into Day and Night rows; the full mechanics — the three venues, the six-level escalation model, and the core systems — are in docs/design/gameplay.md; the design rationale lives in PLAN.md.

Architecture

A venue-driven simulation: shared systems (movement, perception, interaction, access verification, escalation, radio, crowd, reputation, evidence, shift review) driven by per-venue scenario data, on Godot 4 + GDScript. The full arc42-style document is docs/project/architecture.md; decisions are recorded as ADRs in docs/adr/.

Tech Stack

  • Engine: Godot 4.7.2 · Language: GDScript
  • NPCs: CC0 Quaternius skinned library (assets/models/blender/, ADR-0018) with a tested procedural fallback; lightweight FSMs on NpcProfile
  • World: procedural WorldBuilder + generated prop models
  • Art: v2 skyline/surface textures in assets/textures/ai/game_ready/v2/picks/; UI/scene art in assets/images/
  • Asset tooling: asset_pipeline.py, model_pipeline.py, npc_pipeline.py, blender_assets.py, scene_concepts.py, screen_designs.py, check_screenshots.sh
  • Testing: custom headless runner (src/test/test_runner.gd)
  • Targets: Windows, Linux, macOS, Web

The asset pipelines, model tools, and screenshot gates are documented in docs/assets/asset-tooling.md.

Setup and Run

python3 -m pip install -r requirements-tools.txt

godot --editor --path .          # open in the editor
godot --path .                   # run the game
godot --headless --path . --script res://src/test/test_runner.gd   # run all tests

Full setup, every run/test/smoke command, and the controls table are in docs/process/getting-started.md.

Project Documentation

Development Status

v0.9.8 is the current source version: the character-development patch with the 12-character library, realistic face and crowd variants, pose/deformation fixes and save-migration/release hardening. It sits on the 0.9.6 integration checkpoint, 0.9.5 texture refinement, 0.9.4 NPC visual optimization, 0.9.3 UI/accessibility polish, 0.9.2 Hollywood/Joke Shop maps and the 0.9.x engine baseline. The active work is the 0.9.9–0.9.12 patch line (Quaternius NPC base, roster, venue/asset polish, performance) followed by the 0.10.0 public-readiness minor. See docs/project/development-status.md for the implemented list and TODO.md for the priority-ordered roadmap. Manual verification uses docs/process/release-qa.md.

Credits, Privacy and Accessibility

Gig Line is a local-only single-player game: there is no runtime telemetry or network service, and saves stay in Godot's local user:// folder. The body-camera overlay is simulated. Asset provenance, AI-assisted image usage and credits are recorded in CREDITS.md; the local-data policy is in PRIVACY.md; accessibility features and gaps are in docs/design/accessibility.md; and release-candidate blockers are listed in docs/design/known-limitations.md.

Development Workflow

Follow AGENTS.md: inspect the repository first, record work as checkbox tasks in TODO.md, move completed sections to DONE.md, update MEMORY.md with durable context, and keep this README synchronized with setup and architecture changes.

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