Internal — Dev Team

Cryptid Hotel

Dev Milestone 1 — Base Game Architecture

Version 1.0
Phase Dev M1 — Base Game
Engine Godot 4.6
Date Mar 13, 2026
Dev Milestone 1 — Base Game

Task List

Project Folder Structure
Game Architecture
Base Game Scene
Base Room Grid System
Camera System
Day/Night Cycle System
Move Reception Room Logic from Room.gd
Client Component
Room Component
Room Relation System
Damage System
Requirement System
Aura System
Client Moving System
Client Spawner System
0 / 16 completed
01

Day/Night Cycle System

PhaseNameDescription
1Morning — ArrivalA set number of clients spawn at Floor 0 (Reception). Each are unique with their randomized requirements.
2Day — AssignmentPlayer assigns clients into rooms (Besides the Reception Room).
3Night — ResolutionEach client's requirements are evaluated to their current state. Satisfied → reward. Unsatisfied → player takes damage.
02

Requirement & Aura System

Requirements
Likes / Dislikes
Each client has a set of Likes/Hates requirements. A requirement only matters if the client explicitly has it. A client with no opinion on a type is completely unaffected by that type's aura.
Auras
4 Orthogonal Neighbors
Clients and items can emit an aura of a given type. It spreads to the 4 directly adjacent rooms (Up, Down, Left, Right). Diagonals are not affected for now.
All Requirement & Aura Types
🌑 Darkness 👁 Fear 🔊 Noise ❄ Cold 🍖 Hunger 👥 Nearby Clients
03

Room System

aura
aura
Room ★
aura
aura
Room
Floor 0 — Reception
Occupied room
Aura spread (4 neighbors)
Empty slot
Reception (Floor 0)
Script / SystemResponsibility
room.gdCore room node. Holds client references, item slots, room type, and tracks active conditions based on innate properties and received auras.
Room Relation SystemTracks orthogonal adjacency between all placed rooms. Primary source of truth for aura propagation and Nearby Clients checks.
hotel_grid.gdManages grid placement logic, room validity checks, and the overall hotel shape. Currently also handles reception setup — to be extracted later.
Reception RoomFloor 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.
04

Conventions & Guidelines