- 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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TODO
🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
Goal: users hitting the README Downloads section can actually download a playable version from
https://git.allucanget.biz/zwitschi/security-game/releases.
- Install Godot 4.3 export templates locally (see
docs/RELEASING.mdstep 1). - Run
./tools/build_releases.shand confirm the three artifacts appear inbuild/. - Smoke-test the Linux binary launches (
./build/step-line-linux-0.1.0.x86_64 --headless --quit-after 120→ 0 script errors). - Create a Gitea release
v0.1.0(tag matchingconfig/versioninproject.godot) — needsGITEA_TOKEN:GITEA_TOKEN=... ./tools/publish_release.sh 0.1.0. - Verify the README Downloads links resolve: visit the release page and download one artifact.
- (Local workflow)
tools/publish_release.shexists so future releases need only aGITEA_TOKEN.
Follow-ups once the first release is live
- CI packaging: Gitea Actions workflow (
.gitea/workflows/build.yml) builds and uploads artifacts on tags and dispatch.
Future Systems (design-level backlog)
- Body-camera replay timeline in the shift review.
- Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
- Venue selection screen with a proper startup menu (keyboard cycling with
Vis implemented; a menu is the next iteration). - IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- Reduce RefCounted reference cycles (NPCController <-> FSM) noted in
MEMORY.md.
Open Polish
- Add venue-specific door-staff dialogue usage (scenario
door_staff_linesis authored but not yet shown in the prototype UI). - Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
- Add an escape-to-circuit handling note:
signalsinStrings.fmtare positional; keep%placeholders stable when adding keys.