Map 1: rebuild Hollywood as the El Capitan landmark
Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings. Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore. Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
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@@ -10,7 +10,7 @@ The central design goal is simple:
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@@ -52,14 +52,15 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
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If you are here to develop or test locally instead of downloading, jump to
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[Setup and Run](#setup-and-run) below.
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The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a procedural Hollywood Boulevard entrance, 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.
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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.
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## Game Overview
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A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
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each person is approaching, verify access with recognition, wristbands, IDs,
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tickets or credentials, and escalate only when necessary. The game rewards calm
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resolution over force. The full mechanics — the three venues, the six-level
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resolution over force. The venue menu splits Hollywood Boulevard into Day and
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Night rows; the full mechanics — the three venues, the six-level
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escalation model, and the core systems — are in
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[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
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[`PLAN.md`](PLAN.md).
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@@ -108,6 +109,7 @@ Full setup, every run/test/smoke command, and the controls table are in
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- [`docs/README.md`](docs/README.md) — Documentation index and visual previews.
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- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
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- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
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- [`docs/hollywood-boulevard-map.md`](docs/hollywood-boulevard-map.md) — Real-site references, game mapping and limitations for the Hollywood venue.
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- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
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- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
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- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
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