Add role ladder (glassie/bartender/doorgirl/bouncer/DJ) to design + role-agnostic sim rule

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-19 15:58:03 +10:00
parent 5086a325d8
commit 92e370e8c3
2 changed files with 48 additions and 9 deletions

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@ -77,6 +77,17 @@ Archetypes, scripted moral encounters, inspector, incident report memory, regula
venues 24, real pixel art swapped into the paper-doll layer slots, MODELBEAST- venues 24, real pixel art swapped into the paper-doll layer slots, MODELBEAST-
assisted art generation if useful. assisted art generation if useful.
### Phase 4 — The role ladder (design §6; future, do not start)
Glassie, bartender, DJ roles + roster board. Not scoped yet — but it imposes ONE
rule on every earlier phase: **the simulation is role-agnostic.** Crowd sim, patron
state, meters, and incidents must never assume the player is security — the player
is just an entity with a verb-set reading shared state. If you're about to hard-code
"the player" into a sim system (e.g. "patrons only get cut off by the player"),
model it as an actor capability instead (NPC staff already need this — Kayden works
the door while you're on the floor). The DJ role will drive the TechnoEngine
directly, so LANE-JUICE keeps track parameters (BPM, layer intensities) externally
settable rather than hard-coded.
## 4. Coordination protocol (all lanes) ## 4. Coordination protocol (all lanes)
1. **Branches:** each lane works on `lane/<name>` (e.g. `lane/door`), pushed to 1. **Branches:** each lane works on `lane/<name>` (e.g. `lane/door`), pushed to

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@ -162,25 +162,53 @@ The unreliable authority you serve.
mocking. The kebab shop across the road is visible all night and is the true mocking. The kebab shop across the road is visible all night and is the true
moral centre of the game. moral centre of the game.
## 6. Progression ## 6. Roles & career mode
Venues as levels, nights as rounds (Thu → Fri → Sat per venue): **Structural principle: the venue is ONE simulation; a role is a lens + verb-set
over it.** Patrons are role-agnostic data wandering the crowd sim; each role is a
scene that reads the same state with different permissions. The career ladder
doubles as the tutorial — each role teaches one system before the endgame role
demands them all. NPC staff work whichever roles you aren't (competence varies —
see Kayden).
1. **The Royal (dive bar).** Tutorial. Loose rules, low stakes, capacity 80. | Role | Verbs | Teaches | Signature tension |
2. **Voltage (Valley club).** Full ruleset, guest list, inspector active. |---|---|---|---|
3. **Elevate (rooftop).** Dress code hell, influencer density, VIP politics. | **Glassie** (entry) | Collect glasses (hand-stack grows: taller = clears faster, wobbles more; drop = smash + mop duty), mop spills before slips, restock runs through the crowd, find lost phones | Floor navigation, drunk-tells by pure observation | ZERO authority. You see the Maggot but can only radio it in — and watch who responds |
4. **ROOM (underground techno, boss venue).** Dress code re-randomises every 15 | **Bartender** | Order queue (orders get slurred/ambiguous with patron drunkenness), pour minigame (jigger = safe, free-pour = fast/risky), tips via speed + banter picks, drink-watch (intervene on the glass-hoverer) | Intoxication rules from the server's side | RSA: you legally CANNOT serve a Maggot — the cut-off with them begging across the bar, Heat if the inspector's watching |
in-game minutes, everyone claims VIP, the inspector is *definitely* in the | **Doorgirl** | The Door phase (§3.1): IDs, dress code, guest list, rope theatre | Inspection & social judgment | The whole §3.1 tension set |
building, and the techno is so loud all dialogue is written as lip-read guesses. | **Bouncer** | The Floor phase (§3.2): patrol, ejections, stalls, pat-downs | Enforcement & positioning | The whole §3.2 tension set |
| **DJ** (unlock) | Ride the crowd's Energy curve with track picks (tracks = parameter sets on the synth engine — gameplay drives the actual audio), beatmatch transitions (align two beat bars, cut on the one), field booth requests | Reading the room | Request verbs: the dismissive headphone-lift, the nod-then-never-play, the hard no. Denying: +Vibe (purists), +Aggro (requester's table) |
| **Head of Security** (endgame) | §3.1 + §3.2 interleaved, PLUS radio command of NPC staff in every other role | Everything at once | You used to speak into the radio; now you're the voice on the other end |
**Roster board** frames progression: pick shifts from a weekly roster
(role × venue = level select), wages differ by role, story beats attach to roles.
Venues as difficulty tiers, nights as rounds (Thu → Fri → Sat per venue):
1. **The Royal (dive bar).** Glassie/bartender shifts. Loose rules, capacity 80.
2. **Voltage (Valley club).** Doorgirl/bouncer shifts. Full ruleset, inspector active.
3. **Elevate (rooftop).** Head of Security. Dress code hell, influencer density, VIP politics.
4. **ROOM (underground techno, boss venue).** The DJ shift + Head of Security
finale. Dress code re-randomises every 15 in-game minutes, everyone claims VIP,
the inspector is *definitely* in the building, and the techno is so loud all
dialogue is written as lip-read guesses.
Roguelite-lite structure: fail a night → retry the night; 3 Heat strikes → run over. Roguelite-lite structure: fail a night → retry the night; 3 Heat strikes → run over.
Seeded runs for shareability ("seed VALLEY-4207 is brutal"). Seeded runs for shareability ("seed VALLEY-4207 is brutal").
*(Far-future note, not a plan: this structure is accidentally multiplayer-shaped —
one night, each player a role. Architecture shouldn't preclude it; nothing should
be built for it.)*
## 7. Scope guardrails ## 7. Scope guardrails
- v0.1 = ONE venue, Door phase only, 3 nights, placeholder paper-doll art. Ship it. - v0.1 = ONE venue, Door phase only (the doorgirl shift), 3 nights, placeholder
paper-doll art. Ship it.
- v0.2 = Floor phase + door/floor interleave + audio engine. - v0.2 = Floor phase + door/floor interleave + audio engine.
- v0.3 = progression, regulars' memory, incident report, inspector. - v0.3 = progression, regulars' memory, incident report, inspector.
- v0.4 = content pass (archetypes, scripted encounters), real pixel art, boss venue. - v0.4 = content pass (archetypes, scripted encounters), real pixel art, boss venue.
- v0.5+ = the role ladder (§6): glassie → bartender → DJ, roster board. Roles are
post-core-game content — but every earlier phase must keep the sim role-agnostic
(no system may assume the player is security).
- Cut before slipping: fight mini-game, budgie, venue 3. Never cut: the clicker, - Cut before slipping: fight mini-game, budgie, venue 3. Never cut: the clicker,
the stamp feel, the low-pass filter trick. the stamp feel, the low-pass filter trick.