Implement prototype: venue-driven simulation core, scenarios, tests, and playable entrance scene
CI / headless-tests (push) Canceled after 49s
CI / headless-tests (push) Canceled after 49s
- Godot 4.3 project scaffold with first-person guard, procedural world, interaction HUD, access inspection, radio forms, debug overlay, shift review - Simulation core: ShiftCoordinator, VenueScenario, EventScheduler, NPCController/FSM, AccessVerifier, EscalationManager, RadioSystem, IncidentRecorder, ReputationEvaluator, CrowdSystem, EventBus - Three authored scenarios (Hollywood Blvd building, The Joke Shop, TV studio) - Custom headless test runner (25 tests) replacing editor-dependent GUT, plus GitHub Actions CI - Documentation workflow live: README, PLAN (tech stack), TODO/DONE, MEMORY
This commit is contained in:
1 parent
e23f284ad4
commit
439e0a4281
45 files changed
+4368
-7
No files matched your search
@@ -0,0 +1,35 @@
|
||||
# TODO
|
||||
|
||||
## Core Simulation — NPC Perception
|
||||
|
||||
- [ ] Implement a perception pass so NPCs react to the guard's gestures and proximity.
|
||||
- [ ] Give NPCs local waypoints per intent (photo spots, queue, stage door, sidewalk exit) instead of all walking to the entrance.
|
||||
- [ ] Add returning-trespasser behavior: an NPC that was directed away may circle back later in the shift.
|
||||
|
||||
## Escalation and Radio — Responder Dispatch
|
||||
|
||||
- [ ] Spawn a dispatched security NPC / armed responder avatar that arrives at the venue after the call delay.
|
||||
- [ ] Give the responder command, restraint, evacuation, and arrest outcomes that resolve the incident.
|
||||
- [ ] Add a visible emergency-radio cooldown indicator in the HUD.
|
||||
|
||||
## Scenario Content — Wand Screening (The Joke Shop)
|
||||
|
||||
- [ ] Implement the handheld wand inspection interaction with alerts from keys, belts, phones, and weapons.
|
||||
- [ ] Enforce screening-before-entry flow and record false alarm / prohibited item decisions.
|
||||
- [ ] Add venue-specific dialogue lines for door staff.
|
||||
|
||||
## Polish and Accessibility
|
||||
|
||||
- [ ] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC.
|
||||
- [ ] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
|
||||
- [ ] Add visual and audio feedback per escalation level (colors, tones, shake).
|
||||
- [ ] Add audio for crowd ambience, radio responses, and confirmation prompts.
|
||||
- [ ] Externalize dialogue and UI text for localization.
|
||||
|
||||
## Future Systems (design-level backlog)
|
||||
|
||||
- [ ] Body-camera replay timeline in the shift review.
|
||||
- [ ] Long (10-15 minute) shift lengths and phase-based lighting.
|
||||
- [ ] Venue selection screen; export presets for desktop targets.
|
||||
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
|
||||
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
|
||||
Reference in new issue
Block a user