Map 1: rebuild Hollywood as the El Capitan landmark
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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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zwitschi committed 2026-11-02 12:34:48 +01:00
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@@ -10,7 +10,7 @@ The central design goal is simple:
| | |
| --- | --- |
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Venue overview: the El Capitan Entertainment Centre facade with six Ionic columns, red banners and stone steps](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
| ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) |
| ![Wand screening at The Joke Shop: false alarm on keys](docs/screenshots/07-wand-screening.png) | ![Escalation HUD at L3 with body camera armed and reaction log](docs/screenshots/08-escalation-hud.png) |
@@ -52,14 +52,15 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
If you are here to develop or test locally instead of downloading, jump to
[Setup and Run](#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 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.
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.
## 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 full mechanics — the three venues, the six-level
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/gameplay.md`](docs/gameplay.md); the design rationale lives in
[`PLAN.md`](PLAN.md).
@@ -108,6 +109,7 @@ Full setup, every run/test/smoke command, and the controls table are in
- [`docs/README.md`](docs/README.md) — Documentation index and visual previews.
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
- [`docs/hollywood-boulevard-map.md`](docs/hollywood-boulevard-map.md) — Real-site references, game mapping and limitations for the Hollywood venue.
- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.