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Release v0.6.1
Ship the fitted NPC gear pass with the post-v0.6.0 realism and UI work.
Bump the version source and documentation to 0.6.1 and move the changelog
entry out of Unreleased. Headless 229/229.
2026-11-01 18:55:58 +01:00

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# 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
| | |
| --- | --- |
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
| ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) |
| ![Wand screening at The Joke Shop: false alarm on keys](docs/screenshots/07-wand-screening.png) | ![Escalation HUD at L3 with body camera armed and reaction log](docs/screenshots/08-escalation-hud.png) |
| ![Body-camera timeline: formal warning, body camera on, blocking](docs/screenshots/09-body-camera-timeline.png) | ![Prop gallery: the six generated street-furniture models on a studio backdrop](docs/screenshots/10-prop-gallery.png) |
| ![Precision walk at the venue steps with the HUD chip visible](docs/screenshots/11-precision-walk.png) | |
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, and the prop lineup.*
## ⬇️ Downloads
| Platform | Package |
| --- | --- |
| **Windows — installer** | [`gig-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
| **Windows — portable** | [`gig-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
| **Linux — AppImage** | [`gig-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
| **Linux — portable** | [`gig-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
| **macOS** | [`gig-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
| **Web (browser)** | [`gig-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
**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_VIEW` was disabled on 2026-10-31.
>
> **Latest: v0.6.1** — fitted NPC gear, a refreshed portrait/gallery capture and the
> post-v0.6.0 realism/visual-alignment work (v2 skylines/textures, UI mockup art,
> flashlight beam, HUD fixes).
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/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 in [`docs/RELEASING.md`](docs/RELEASING.md).
If you are here to develop or test locally instead of downloading, jump to
[Setup and Run](#setup-and-run) below.
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, 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 full mechanics — the three venues, the six-level
escalation model, and the core systems — are in
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
[`PLAN.md`](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`](docs/architecture.md);
decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.x · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/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`](docs/asset-tooling.md).
## Setup and Run
```bash
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`](docs/getting-started.md).
## Project Documentation
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
- [`TODO.md`](TODO.md) — Active checkbox task list.
- [`DONE.md`](DONE.md) — Completed task sections.
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
- [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — Graphics-quality plan: Blender-authored NPC characters.
## Development Status
v0.6.1 shipped (fitted NPC gear and refreshed captures) on top of v0.6.0's
Blender character/gear/prop library, baked AO and environment lift. The
realism and visual-alignment passes are part of the same release. See
[`docs/development-status.md`](docs/development-status.md) for the full
implemented list and [`TODO.md`](TODO.md) for what's next. Manual verification
uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
## Development Workflow
Follow [`AGENTS.md`](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.