Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s

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zwitschi committed 2026-10-31 12:31:13 +01:00
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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
## Escalation System
## Level 0: Observation
@@ -171,7 +171,7 @@ The officer should not function as a convenient “stronger attack.” Their rol
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# NPC Behavior Types
## NPC Behavior Types
## Tourists
@@ -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
## Special Systems
## Reputation Meter
@@ -265,7 +265,7 @@ The emergency radio should not be infinitely available. A call has a cooldown an
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# Shift Structure
## Shift Structure
Each shift lasts 10–15 minutes.
@@ -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
## Win and Loss Conditions
## Successful Shift
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# Venues and Scenarios
## Venues and Scenarios
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.
@@ -410,7 +410,7 @@ The scenario should test the player’s ability to distinguish ordinary Hollywoo
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
# Tech Stack
## Tech Stack
## Engine: Godot 4
@@ -459,7 +459,7 @@ The following commands apply once the Godot project is scaffolded:
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
# Tone and Design Direction
## Tone and Design Direction
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.