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