Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped

- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
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zwitschi committed 2026-10-31 13:08:20 +01:00
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@@ -72,14 +72,7 @@ Example commands:
- “You can’t remain here.”
- “Please move back to the sidewalk.”
At this stage, most NPCs comply immediately. The player can choose different tones:
- Professional
- Friendly
- Firm
- Suspicious
A friendly approach works better with tourists and confused visitors, while a firm approach is more effective against deliberate trespassers.
At this stage, most NPCs comply immediately.
---
@@ -459,7 +452,7 @@ 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
## 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.