Hollowgate Player Needs – Full Design Document (v1.0)
Category: Core Gameplay
Status: Draft
RFC ID: RFC-002
Related: Player Core Systems, Suspicion System, Reputation, Riot System
1. Overview
- Defines primary physiological and social needs and their impact.
- Specifies decay, recovery, thresholds, and penalties to keep players engaged with daily routines.
- Enforces sanitation and appearance standards to influence suspicion and social outcomes.
- Versioning: v1 covers physical needs; v2 will add mental state/stress and riot/lockdown decay adjustments.
2. Core Needs
- Hunger: measures satiety. High = minor energy regen buff; low = reduced health regen and strength penalty.
- Sleep: measures rest. Low = reduced stamina cap and slower stamina recovery; brief microsleeps if critical.
- Toilet: tracks urgency. If ignored, the player defecates on the ground, generating a littering incident, hygiene loss, and suspicion spike.
- Hygiene: measures cleanliness. Clean = small conversation/social acceptance buff; dirty = social debuff and faster suspicion gain when near guards.
- Energy: classic Hytale-style activity/stamina bar.
3. System Rules
- Needs decay in real time while online; decay pauses when offline.
- Severe neglect drives suspicion gain and guard attention; littering counts as misconduct.
- Buffs are modest and temporary; penalties are strong and escalate.
4. Decay and Recovery
- Hunger: decays over time and during activity; recover via food items; overfull capped to prevent stacking.
- Sleep: decays over time and accelerated by heavy exertion; recover by sleeping in a bed, or by drinking “energy” items.
- Toilet: urgency rises over time and faster after eating; recover by using toilets; forced defecation applies littering and hygiene loss.
- Hygiene: decays with time, sweat, and dirty environments; recover via showers/sinks.
- Energy: drains with sustained actions (sprinting, crafting, jobs); recovers via rest, food boosts, or idle time; cannot exceed cap.
5. Thresholds and Effects
- Warning thresholds provide UI inditcaors and mild debuffs; critical thresholds apply strong penalties and generate suspicion modifiers.
- Hunger critical: health regen halted, strength penalty high.
- Sleep critical: stamina floor reduced, movement penalties, risk of brief control loss (stumble/microsleep).
- Toilet critical: imminent forced defecation; on trigger, apply littering incident, hygiene drop, and suspicion bump.
- Hygiene critical: conversation debuff, NPC avoidance, elevated suspicion gain in monitored areas.
- Energy critical: action speed penalty, job output reduced, increased fatigue/stress gain.
6. Feedback and UI
- Needs panel shows bars/bands with critical markers.
- Contextual alerts: approaching toilet need, hygiene warnings, low energy.
- Incident logs show littering events tied to toilet neglect for clarity and enforcement.
7. Integration
- Suspicion: low hygiene and littering add suspicion; clean state slightly improves decay rate.
- Jobs: low energy or sleep increases job failure chance and reduces output; some jobs require minimum hygiene.
- Reputation: persistent poor hygiene and littering decrease social reputation
- Health and Combat: hunger and energy affect regen and damage output; sleep affects stamina availability.
- Riot/Lockdown: decay adjustments (v2) slow hunger and sleep during suppression states; hygiene drops faster when facilities are restricted; incidents from neglect can amplify riot-related suspicion.
8. Known Planned Changes (v2)
- Mental State/Stress: new need tracking psychological load; rises from incidents, intimidation, sleep debt, hunger stress; lowers via safe social spaces and rest. High stress amplifies suspicion gain and reduces performance.
- Lockdown/Riot Decay Modifiers: hunger and sleep decay slowed during lockdowns and riots to avoid compounding penalties while movement is restricted.
9. Summary
- Physical needs create ongoing custody pressure through decay, debuffs, and suspicion ties.
- Hygiene and toilet compliance prevent misconduct flags and social penalties.
- v2 will extend the model with mental state/stress and lockdown/riot decay adjustments.
Tags
systems needs hygiene energy custody suspicion player rfc-002