πŸ“˜ Hollowgate Cell System – Full Design Document (v1.0)

Category: Core Gameplay
Status: Draft
Related: suspicion-system, escape-system, prison-schedule, player-profile, contraband-system, npc-guards


1. Overview

The Hollowgate Cell System defines how players live, sleep, store items, get counted during roll call and start their game. It merges two concepts:

  • Front Cell β€” a real, shared, physical cell in a large cell block

  • Back Cell β€” a private instanced space for customization, storage, and crafting

This hybrid structure keeps the prison wing visually alive and immersive, while supporting gameplay depth and performance.


2. Core Concepts

2.1 Front Cell (Shared Physical Cell)

A front cell is a real in-world cell inside a large block (Block A, Block B, etc.).
Every player has exactly one front cell, and every front cell is:

  • Visible to all players

  • Used for roll call, lockdown, guard patrols

  • The starting point for cell escape interactions

  • A visual marker of where each inmate lives

Front cells are identical in size and layout:

  • Bed (bunk)

  • Toilet

  • Sink

  • Small shelf

  • Bars/door

  • Optional window

Allowed customization (small, cosmetic only):

  • Bed skin (blanket variants)

  • One poster on wall

  • Shelf props (cup, folded shirt, book, item display)

  • Subtle cell decals (scratches, chalk marks)

Functional elements:

  • Bed stash (hidden storage under/around bed - see Contraband System 6.2)

Front cells are for identity, visibility, immersion, and initial contraband storage.


2.2 Back Cell (Private Instance)

A Back Cell is a small, instanced personal room, accessible only to:

  • The owner

  • Their approved cellmate

  • (Optionally) guards during search sequences

Back Cells serve as:

  • Personal storage

  • Contraband hiding

  • Low-tier crafting area

  • Social/private space

  • Escape preparation zone

Allowed items:

  • Furniture (chair, stool, table)

  • Posters

  • Multiple shelf props

  • Containers (stash boxes, crates)

  • Small crafting station (basic tools)

  • Escape-related clues/tools (prep only)

Not allowed:

  • Overpowered crafting stations

  • Heavy machinery

  • Anything giving PvP advantages in shared world

  • Escaping from Back Cell (must escape via Front Cell)

  • Being AFK - anti-AFK measures are in place to prevent players from idling indefinitely

Instancing ensures:

  • High performance

  • Unlimited customization

  • No visual clutter in shared block


3. Cell Ownership & Assignment

3.1 Ownership Rules

  • Each player owns one cell.

  • Cells support 1–2 players (duo cellmates).

  • A cell consists of:

    • frontCellId β†’ real-world cell slot

    • backCellId β†’ instanced Back Cell ID

    • cellBlockId β†’ A, B, C…

Cell Owner vs Cellmate:

  • Cell Owner controls:

    • Front Cell cosmetics (posters, bed skins, shelf props)
    • Back Cell customization and layout
    • Back Cell furniture placement
    • Access his own personal storage
  • Cell Owner cannot:

    • Kick out their cellmate
    • Block cellmate from accessing Back Cell
    • Access cellmate’s personal storage
  • Both owner and cellmate have equal access to the cell spaces

  • Storage is separate: Each player (owner and cellmate) has their own personal storage containers in the Back Cell that only they can access

Cell Transfer & Reassignment:

  • Any player can leave their current cell and choose a new one from available cells
  • When choosing a new cell, player can either:
    • Become a cell owner of an empty cell
    • Become a cellmate by joining someone’s existing cell (with approval)
  • Both cell owners and cellmates have equal freedom to relocate

3.2 First Join Assignment

On first join, the player receives:

  • A free front cell chosen based on:

    • Block population

    • Balancing rules

    • Optional player choice from free slots

A matching Back Cell instance is created automatically.

3.3 Moving / Reassigning Cells

Players may move cells when:

  • Joining a friend

  • Achieving higher reputation tier

  • Unlocking advanced blocks

  • Requesting transfer

Rules:

  • frontCellId changes, Back Cell stays the same

  • Cosmetics will transfer

  • Escape progress in Front Cell resets

  • Back Cell contents persist fully


3.4 Disconnect & Cell Retention

When a player disconnects:

  • Cell ownership is held for 5 minutes

  • If player reconnects within 5 minutes β†’ retains cell ownership

  • If player does NOT reconnect within 5 minutes β†’ cell ownership is released

Ownership Transfer After Disconnect:

  • If the disconnected player was the cell owner:

    • Current cellmate (if exists) is offered cell ownership first
    • If cellmate declines or no cellmate exists β†’ cell becomes available
    • New players can claim the cell as owner
  • If the disconnected player was the cellmate:

    • Cell owner retains ownership
    • Cellmate slot becomes available for new player

Player Rejoins After Losing Cell:

  • Player can choose a new cell from available slots
  • Previous Back Cell data is lost (ownership forfeited)
  • Fresh cell assignment follows standard rules (Section 3.2)

4. Presence & Sleeping Logic

Front cells must appear occupied during required times.

4.1 Required Presence Times

  • Morning Roll Call

  • Night Lockdown (scheduled)

  • Riot Lockdown (emergency)

  • Security Alerts

  • High-risk events (block sweep, prisoner checkup)

During these, a player must appear physically in their cell.


4.2 Player Physically in Front Cell

If player enters front cell and stays inside:

  • They appear normally

  • Guards/NPCs interact with them

  • Suspicion decreases over time

  • Valid for roll call & lockdown


4.3 Sleeping State (Sleeping Proxy)

A sleeping proxy (sleeping silhouette) appears on the bunk when:

βœ” The player activates a Sleep / Lie Down action while in the front cell

The proxy:

  • Is NOT an NPC

  • Is a simple mesh/overlay

  • Does not move or react

  • Keeps the illusion of full cell blocks

During roll call:

  • Player must be physically present in the Front Cell
  • Back Cell access is locked

During night lockdown:

  • Player can be in Front Cell or Back Cell freely
  • Back Cell remains unlocked
  • No penalties for being in Back Cell

During riot lockdown:

  • Player must be in Front Cell
  • Back Cell access is locked

During free time: If the player is in Back Cell or elsewhere β†’ bed is empty.


4.4 Empty Cell Case

When it is NOT a required presence time:

  • If player is working, showering, in yard, doing quests β†’ Front Cell is empty

  • If player is in Back Cell β†’ Front Cell is empty

This keeps the block visually dynamic.


5. Back Cell Access Rules

Back Cell access is controlled via:

  • Hidden entry (toilet, vent, brick panel, hatch)

  • Player-only access

  • Cellmate access (if shared cell)

  • Guards only during scripted searches

Access Cooldown:

  • 1 minute 30 second cooldown after exiting the Back Cell before re-entering

  • Cooldown applies to both the owner and cellmate

  • Prevents excessive back-and-forth travel

  • Encourages planning before entering

  • Forced exits do NOT trigger cooldown (riot lockdown auto-pull, AFK kick, etc.)

Transitions:

  • Front Cell β†’ Back Cell is allowed during free time and night lockdown

  • Back Cell β†’ Front Cell required during roll call and riot lockdown

  • Night Lockdown (scheduled):

    • Back Cell remains unlocked
    • Players can freely use Back Cell during the night
    • No penalties for being in Back Cell
    • Safe time for crafting and organizing contraband
  • Riot Lockdown (emergency):

    • Instant activation with alarm
    • Immediate lockdown of Back Cells
    • Players must return to Front Cell immediately
    • Caught in Back Cell after countdown: auto-pull + high suspicion penalty
    • May trigger Front Cell searches
  • Roll Call:

    • Back Cell is locked
    • All players must be visible in Front Cell for counting

6. Integration With Game Systems

6.1 Suspicion System

Front & Back Cells affect suspicion:

  • Outside Front Cell during roll call β†’ high suspicion

  • Outside Front Cell during riot lockdown β†’ high suspicion

  • Being in Back Cell during night lockdown β†’ no penalty (allowed)

  • Being in Back Cell during riot lockdown β†’ high suspicion if caught

  • Damage to escape interactables β†’ suspicion triggers

  • Guards may search:

    • Front Cell visually

    • Back Cell if suspicion high

    • confiscation risk for contraband only (items with contraband levels)

    • non-contraband items (collectibles, photos, letters, legal belongings) are never confiscated


6.2 Contraband System

Contraband uses a three-tier storage system with different risk/security levels:

Tier 1: Front Cell β€œBed Stash”

  • Limited hiding spots under/around the bed in Front Cell
  • Detection risk: Guards can find items during visual inspections or searches
  • Confiscation: Only items with contraband levels can be taken by guards
    • Non-contraband items (collectibles, photos, letters, legal items) are safe from confiscation
    • Guards only confiscate: weapons, tools, drugs, stolen goods, escape materials
  • Timer-based lockout: Items cannot be moved immediately after placement
  • Timer varies by:
    • Contraband danger level (low/medium/high)
    • Item type (tools, weapons, materials)
    • Example: Low-risk item = 5 minutes, High-risk weapon = 30+ minutes
  • Small capacity: 3-5 item slots maximum
  • Purpose: Initial storage point for newly acquired contraband

Tier 2: Player Inventory (On-Person)

  • High risk: Guards can search player anywhere in prison
  • Vulnerability: Carrying contraband = constant detection risk
  • Confiscation: Only items with contraband levels can be taken
    • Legal items, collectibles, and personal belongings cannot be confiscated
  • Transfer medium: Used to move items between Front Cell stash and Back Cell
  • Limited slots: Encourages quick transfers
  • Purpose: Temporary transit, not long-term storage

Tier 3: Back Cell Storage

  • Massive RPG-style storage: Many slots (30-60+ depending on upgrades)
  • Zero detection risk: Once stored in Back Cell, items are completely safe from searches
  • No confiscation: Guards can search Back Cell but cannot take items (even contraband)
    • Back Cell searches only increase suspicion
    • Items remain in storage regardless of search outcome
  • Personal containers: Each player (owner/cellmate) has separate storage
  • Safe vault: Long-term storage for contraband, rare items, collectibles, legal belongings
  • Purpose: End-game storage, escape tool preparation, wealth accumulation

Transfer Flow (Intended Gameplay Loop)

1. Acquire contraband (steal, craft, trade, find)
2. Store in FRONT CELL bed stash (risky, timer starts)
3. Wait for timer to expire
4. Move from bed stash to INVENTORY (now carrying = vulnerable)
5. Navigate to Back Cell entrance (avoid guard patrols)
6. Enter BACK CELL (with cooldown consideration)
7. Store in BACK CELL storage (safe, permanent)

Strategic Considerations:

  • Players must balance risk vs. time: Move items quickly (risky) or wait for safe timing
  • Guard patrol patterns matter during inventory transfers
  • Night lockdown = safest time for transfers (Back Cell accessible, fewer patrols)
  • Roll call/Riot = worst time to have contraband in inventory
  • Cellmate coordination: Take turns transferring to avoid both being vulnerable

Personal Storage:

  • Each player has separate storage in both Front Cell bed stash and Back Cell
  • Owner cannot access cellmate’s storage in either location
  • Cellmate cannot access owner’s storage in either location
  • Prevents theft between cellmates
  • Each player manages their own contraband independently

Suspicion or snitches may trigger searches of Front Cells and Back Cells.


6.3 Escape System

Prep Phase (Back Cell) Players craft tools, gather materials, decipher clues in the Back Cell.

Execution Phase (Front Cell) Front Cell escapes:

  • Break toilet wall

  • Window pry

From there they enter tunnels, vents, or shafts.

Front Cell = origin. Back Cell = prep.


6.4 Prison Schedule System

Cell states respond to the global day cycle:

PhaseFront Cell BehaviorBack Cell BehaviorNotes
Free TimeOpen, walkableEnter freelyNormal gameplay
Work/JobsOpen, less usedOptionalMost players elsewhere
Roll CallMust appearLockedMorning count
Night LockdownClosed, must be presentUnlockedScheduled nightly
Riot LockdownEmergency lockdown, must be presentLockedTriggered by events, instant
Security AlertImmediate returnLockedRandom checks

7. Cell Block Layout

Each block is a large, real-world space containing:

  • 40–60 Front Cells per block

  • 2 players per cell β†’ capacity 80–120/player wing

  • Catwalks, guard posts, stairs

  • Shared hallway visibility

  • Patrol paths crossing cell fronts

  • Good sightlines for guards & players


8. Performance Notes

Front Cells (shared):

  • Repeated structures = good batching

  • Very few entities

  • Sleeping proxies are static models

  • Guards patrol along optimized navmesh

Back Cells (instances):

  • Load/unload only when used

  • Very small footprint

  • Zero inter-player conflict

  • No AI inside, except scripted search events

  • Anti-AFK measures: Players are kicked from Back Cell or cell after extended idle time to free up instance resources

Designed to scale to 120–150 players in one wing.


9. Open Questions

  • Do advanced players unlock better cell blocks (prestige wings)?

  • Should Front Cells have subtle β€œtier” differences (paint, minor cosmetics)?

  • Do guards enter Front Cells for visual checks, or only inspect from outside?

  • Are Back Cell upgrades tied to jobs / reputation?

  • What’s the maximum size of Back Cells?

  • How does duo management work if one cellmate moves?

  • Cell position fairness: How do we ensure no cell has positional advantages in level design? (proximity to exits, guard posts, yard access, etc.) Must carefully design block layout so all cells are equally viable

  • Should bed stash timer be visible to player, or hidden to increase tension?


10. Summary

The Hollowgate Cell System merges visibility, customization, immersion, and gameplay strategy:

  • Front Cell = identity, immersion, escape origin, risky contraband storage

  • Back Cell = customization, crafting, prep, safe contraband vault

  • Three-tier contraband system = Front Cell bed stash (risky) β†’ inventory (vulnerable) β†’ Back Cell (safe)

  • Sleeping Proxy = visual occupancy solution, not to fool guards

  • Performance model = scalable to large populations

  • Integration = suspicion, contraband, escape, schedule, patrols