Dev Milestone 1 — Base Game Architecture
| Phase | Name | Description |
|---|---|---|
| 1 | Morning — Arrival | A set number of clients spawn at Floor 0 (Reception). Each are unique with their randomized requirements. |
| 2 | Day — Assignment | Player assigns clients into rooms (Besides the Reception Room). |
| 3 | Night — Resolution | Each client's requirements are evaluated to their current state. Satisfied → reward. Unsatisfied → player takes damage. |
| Script / System | Responsibility |
|---|---|
room.gd | Core room node. Holds client references, item slots, room type, and tracks active conditions based on innate properties and received auras. |
| Room Relation System | Tracks orthogonal adjacency between all placed rooms. Primary source of truth for aura propagation and Nearby Clients checks. |
hotel_grid.gd | Manages grid placement logic, room validity checks, and the overall hotel shape. Currently also handles reception setup — to be extracted later. |
| Reception Room | Floor 0 special room. Fixed, not player-modifiable. Spans 3 grid cells. Reception logic currently lives in hotel_grid.gd and will be moved to its own file. |