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