Files
security-game/TODO.md
T
zwitschi a3768c2ce4
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped
Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
- 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
2026-10-31 13:08:20 +01:00

2.0 KiB

TODO

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.md step 1).
  • Run ./tools/build_releases.sh and confirm the three artifacts appear in build/.
  • 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 matching config/version in project.godot) — needs GITEA_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.sh exists so future releases need only a GITEA_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 V is 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_lines is 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: signals in Strings.fmt are positional; keep % placeholders stable when adding keys.