Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
CI / headless-tests (push) Successful in 2m11s
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@@ -34,7 +34,7 @@ The player should avoid relying on appearance or assumptions. A familiar person
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# Escalation System
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## Escalation System
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## Level 0: Observation
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@@ -171,7 +171,7 @@ The officer should not function as a convenient “stronger attack.” Their rol
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---
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# NPC Behavior Types
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## NPC Behavior Types
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## Tourists
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@@ -228,7 +228,7 @@ Crazy Homeless Individuals may be referred to as "51/50s" in the context of the
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# Special Systems
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## Special Systems
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## Reputation Meter
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@@ -265,7 +265,7 @@ The emergency radio should not be infinitely available. A call has a cooldown an
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---
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# Shift Structure
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## Shift Structure
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Each shift lasts 10–15 minutes.
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@@ -287,7 +287,7 @@ A rare serious incident may occur, testing whether the player recognizes a genui
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# Win and Loss Conditions
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## Win and Loss Conditions
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## Successful Shift
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@@ -311,7 +311,7 @@ A shift can be technically “secure” but still receive a poor rating if the g
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---
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# Venues and Scenarios
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## Venues and Scenarios
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The game should support multiple venues, each with its own access rules, crowd patterns, equipment, and escalation procedures. The core gameplay remains the same: observe, verify access, communicate clearly, and use the lowest effective level of escalation.
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@@ -410,7 +410,7 @@ The scenario should test the player’s ability to distinguish ordinary Hollywoo
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Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
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# Tech Stack
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## Tech Stack
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## Engine: Godot 4
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@@ -459,7 +459,7 @@ The following commands apply once the Godot project is scaffolded:
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Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
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# Tone and Design Direction
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## Tone and Design Direction
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The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
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