Files
security-game/docs/smoke-checklist.md
T
zwitschi 74dc1fdc1d
Full build / Import + headless tests (push) Successful in 37s
Full build / Full desktop build + optional release (push) Skipped
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.
2026-11-02 12:34:48 +01:00

4.6 KiB

Smoke Test Checklist

  1. godot --path . starts the game on the venue menu without script errors.
  2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
  3. The guard moves and looks around; the building, steps, and sidewalk are visible.
  4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
  5. Walking into the steps carries the guard up onto the landing (steps have colliders).
  6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
  7. The GIG LINE marquee is readable from the sidewalk.
  8. NPCs spawn and approach the entrance during the first minutes.
  9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
  10. Space or left click opens the action wheel; A/D highlight a slice, Space confirms it, Esc/right click cancels without a log entry.
  11. E/C open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
  12. Pressing Q produces a reaction log entry and reputation feedback.
  13. E opens access inspection showing venue-correct artifacts and policy result; A/D record a decision.
  14. 6 opens the assistance form; submitting shows dispatch feedback.
  15. R opens the emergency form; the button must be held ~1.6s or the call cancels.
  16. G toggles the flashlight (indicator appears in the HUD); L toggles the door lock (indicator turns red when locked).
  17. F toggles the debug overlay with NPC states and shift stats.
  18. The wheel's Look slice is eye contact (Level 1) and logs as its own action.
  19. Reason asks why the person is there and logs their dialogue_lines reply.
  20. Recognize records the guard's recognition as access evidence; pressing it twice says so.
  21. Warn turns the body camera on (REC overlay appears); B toggles it manually.
  22. Block moves the guard between the person and the door.
  23. The shift review reports the incident count, including interactions left unresolved.
  24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
  25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
  26. Esc with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
  27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
  28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
  29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
  30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
  31. The escalation label shows a [###--] L3/5 shape meter as well as the level name, and stays readable in grayscale.
  32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
  33. When the shift timer reaches 0, the shift review screen shows grade, policy, incident summary, responder outcomes, investigations, and persisted shift history; campaign Continue starts the next venue.
  34. On a fresh profile the tutorial starts on Hollywood, advances through its eight beats, and F1 skips it; Settings Replay tutorial restarts it.
  35. Pausing saves a checkpoint: returning to the menu and choosing Continue resumes elapsed time, NPCs, incidents, door/flashlight state and campaign position.
  36. Settings difficulty changes spawn pacing/compliance/report strictness while escalation rules stay the same; Help filters controls and shows the venue policy.
  37. The F debug overlay lists the next eligible events; recovery events and recently played scripted events behave as authored.
  38. Master/SFX/ambience volume settings clamp at 0/1 and persist; Reduce motion disables head bob; the captions toggle persists.
  39. The 24-NPC budget smoke stays inside its frame budget; coats/dresses do not show obvious leg clipping in a normal walk.
  40. Help remains readable with the largest HUD font scale, and CI/local verification use the same Godot 4.7.2 baseline.
  41. UI copy: inspection/wand use "A = admit · D = refuse entry", review returns with "Return to menu", and application exit reads "Quit game".
  42. Button states remain readable on hover/focus/pressed; settings Apply/Cancel and radio normal-send/emergency-hold behave as labelled.
  43. The venue menu offers Hollywood Boulevard — Day and — Night; either starts the same map, and Night starts in the late phase with a full shift clock.