# GAME JAM PLAN: "Disguise Escape"

## Milestones
- MILESTONE 1: Pull sword, disguise, escape — submit-ready prototype
- MILESTONE 2: Guards chase, basic detection
- MILESTONE 3: Procedural map
- MILESTONE 4+: Polish and extras

## Priority Order
1. Movement, camera, UI — no simplification
2. Hardcoded map — keep map tiny
3. Sword pull/start event — simple button + text
4. Basic disguise (copy sprite) — swap only, no animations
5. Guards: detect/disguise — stand still if needed
6. Win/lose — basic message
7. Procedural map — drop if slow
8. Extras/polish — cut if no time

## Day 1 — Core Loop MVP
### Step 1: Basic Movement and Player Setup
- Implement player movement (top-down or side).
- Use placeholder sprite or capsule.
- Set up basic camera.

### Step 2: Hardcoded Mini Map
- Small layout: rooms, streets, walls, doors, exit.
- Place 2–3 NPCs, 1–2 guards, 1 corpse.

### Step 3: Start Event
- Player starts next to corpse.
- Press button to “pull sword” => alert/witness event.

### Step 4: Basic Escape Condition
- Define exit tile/door.
- On reach: show “You Escaped!”.

## Day 1 — Disguise Mechanic
### Step 5: Copy Appearance
- Press near civilian NPC to copy sprite.
- Store disguised state (boolean).

### Step 6: Guards React
- If not disguised and in guard vision: lose.
- If disguised: guards ignore.

## Day 1 — NPC/Guard Logic
### Step 7: NPC Patrols
- Guards follow simple patrol paths.
- Witness runs to alert a guard or triggers “search” mode.

### Step 8: Detection
- Guards have cone/box vision.
- If player seen unmasked: game over.

## Day 2 — City Map Generation
### Step 9: Procedural Map (Optional)
- Simple algorithm: random rooms + corridors/streets.
- Spawn NPCs, guards, exit.
- Abort after 2–3 hours and keep hardcoded if slow.

## Day 2 — Polish and Extras
### Step 10: Add Features (Time Permitting)
- More disguises (guard, merchant, etc.).
- Multiple exits or alternate routes.
- SFX, music, UI polish.
- Guard behaviors (chase, search, alert others).
- Witnesses raise alarm differently.
- Basic tutorial/intro.

## Final Advice
- Aim for Milestone 1 ASAP; submit when reached.
- Simple but playable beats complex and unfinished.

## TODO Tracking
- [ ] Step 1: Movement + camera
- [ ] Step 2: Hardcoded mini-map
- [ ] Step 3: Start “pull sword” event
- [ ] Step 4: Escape condition + message
- [ ] Step 5: Disguise copy
- [ ] Step 6: Guard reaction
- [ ] Step 7: Patrols + witness alert
- [ ] Step 8: Detection cone/box
- [ ] Step 9: Procedural map (optional)
- [ ] Step 10: Polish/extras
