Add a neutral 48-frame character contact sheet, acceptance criteria and ranked baseline gaps, plus repeatable sheet/comparison tooling. No character GLB or runtime mesh changes.
9.8 KiB
Gig Line
Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
The central design goal is simple:
The player wins by choosing the lowest level of escalation that keeps everyone safe.
Screenshots
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Screenshots are generated by src/test/capture_screenshots.gd and src/test/capture_prop_gallery.gd from the current build — day, late-night, wand screening, escalation, shift-review timeline,
precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, and the prop lineup.
⬇️ Downloads
| Platform | Package |
|---|---|
| Windows — installer | gig-line-setup-<ver>.exe · contains all game data, shortcuts + uninstaller |
| Windows — portable | gig-line-windows-<ver>.exe · 64-bit, no install needed |
| Linux — AppImage | gig-line-<ver>-x86_64.AppImage · single file, chmod +x and run |
| Linux — portable | gig-line-linux-<ver>.x86_64 · 64-bit, chmod +x and run |
| macOS | gig-line-macos-<ver>.zip · unsigned build, quarantine note below |
| Web (browser) | gig-line-web-<ver>.zip · unzip and serve the folder from any static host (no special headers) |
| Desktop HQ | gig-line-desktop-hq-<ver>.zip · optional Forward+ build with volumetric fog/SDFGI/flashlight; requires a Vulkan-capable GPU/driver |
All releases: https://git.allucanget.biz/zwitschi/security-game/releases
Downloads are public (no sign-in required) since the host's instance-wide
REQUIRE_SIGNIN_VIEWwas disabled on 2026-10-31.Latest published: v0.9.1 — unified Godot 4.7.2 CI/release environment, plus v0.9.0's production-quality and v0.8 tutorial/campaign/resume work.
Current source: v0.9.3 — the UI/accessibility polish pass on top of the Hollywood/Joke Shop map rebuilds and the NPC final-context review; the release tag is pending. Releases are built automatically when a
vX.Y.Ztag is pushed (seedocs/RELEASING.md); manual builds use./tools/build_releases.sh. Installer/AppImage packaging runs in the same pipeline (NSIS + appimagetool) and uploads with the portable binaries.macOS builds are unsigned: right-click → Open, or clear the quarantine with
xattr -dr com.apple.quarantine gig-line-macos.zip. Build instructions and the release pipeline live indocs/RELEASING.md.
If you are here to develop or test locally instead of downloading, jump to 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 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 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; the design rationale lives in
PLAN.md.
Architecture
A venue-driven simulation: shared systems (movement, perception, interaction,
access verification, escalation, radio, crowd, reputation, evidence, shift
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
arc42-style document is docs/architecture.md;
decisions are recorded as ADRs in docs/adr/.
Tech Stack
- Engine: Godot 4.7.2 · Language: GDScript
- NPCs: Blender-authored skinned library (
assets/models/blender/) with procedural fallbacks; lightweight FSMs onNpcProfile - World: procedural
WorldBuilder+ generated prop models - Art: v2 skyline/surface textures in
assets/textures/ai/game_ready/v2/picks/; UI/scene art inassets/images/ - Asset tooling:
asset_pipeline.py,model_pipeline.py,npc_pipeline.py,blender_assets.py,scene_concepts.py,screen_designs.py,check_screenshots.sh - Testing: custom headless runner (
src/test/test_runner.gd) - Targets: Windows, Linux, macOS, Web
The asset pipelines, model tools, and screenshot gates are documented in
docs/asset-tooling.md.
Setup and Run
python3 -m pip install -r requirements-tools.txt
godot --editor --path . # open in the editor
godot --path . # run the game
godot --headless --path . --script res://src/test/test_runner.gd # run all tests
Full setup, every run/test/smoke command, and the controls table are in
docs/getting-started.md.
Project Documentation
PLAN.md— Game design plan and scenario details.AGENTS.md— Development and collaboration workflow.DONE.md— Completed task sections.MEMORY.md— Persistent session notes.CHANGELOG.md— User-facing changes by version.docs/README.md— Documentation index and visual previews.docs/architecture.md— arc42-style architecture documentation.docs/gameplay.md— Gameplay systems, venues, and the escalation model.docs/hollywood-boulevard-map.md— Real-site references, game mapping and limitations for the Hollywood venue.docs/joke-shop-map.md— Real-site references, game mapping and limitations for the Joke Shop / Sunset Strip venue.docs/tutorial.md— First-shift tutorial beats and rules.docs/asset-tooling.md— Asset pipelines, model tools, and screenshot gates.docs/getting-started.md— Setup, run/test commands, and controls.docs/development-status.md— Implemented features and what's next.docs/smoke-checklist.md— Manual smoke-test checklist.docs/blender-assets.md— Blender asset library: characters, gear, props, attach points.docs/npc-visual-review.md— 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps.docs/adr/— Architecture Decision Records.TODO.md— Active tasks plus the 0.x gap analysis and milestone roadmap.
Development Status
v0.9.3 is the current source version: the completed UI/accessibility polish
pass (dialogue, button states, focus/navigation, modal close, long-string layout,
destructive-action guards and full screen capture coverage), on top of v0.9.2's
Hollywood/Joke Shop map rebuilds and NPC final-context review. It builds on
v0.9.1's Godot 4.7.2 baseline, v0.9.0's production-quality pass, v0.8's
tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See docs/development-status.md
for the implemented list and TODO.md for the 0.x roadmap. Manual
verification uses the docs/smoke-checklist.md.
Development Workflow
Follow AGENTS.md: inspect the repository first, record work as checkbox tasks in TODO.md, move completed sections to DONE.md, update MEMORY.md with durable context, and keep this README synchronized with setup and architecture changes.












