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park-hide-seek: hands-on playtest (controls, visuals, balance) #23

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@QuinnsCode

Follow-up to #20. Some things in the 3D hunt were only checked by automation, and need a person at the keyboard.

Controls

  • Pointer-lock mouse look feels right; Esc releases the mouse; clicking the view captures it again.
  • WASD, Shift, C, V, M, F, Q and Tab all work as described in the app README.
  • Movement and the camera are smooth in real use. In automation the tab ran in the background, so movement was only checked through the dev-only window.__phs frame hook.

Visual fixes that were never re-checked on screen

  • The closing-circle wall: stripes stay about 3 m wide and fade with fog, with no big bright bars when you stand near it.
  • The call-out ring stops at the call radius and fades, instead of arcing across the sky.
  • The flashlight works in first person (your body is hidden, the light isn't).

Balance (tuned headlessly with bots only)

  • Bot rangers currently catch about a third of campers on easy, two thirds on normal, and most on hard. Check how that feels against people.
  • Ranger vs camper speeds, stamina, the call-out radius and cooldown, and how long it takes the circle to shrink.
  • Night sight ranges (7 m ambient, a 42 m flashlight beam, 3.5 m for a camper in a bush).

LAN

  • A real two-machine game, not two copies on one machine.

Most of the numbers live in HUNT (src/hunt/game.ts), MOVE and SIGHT (src/hunt/sim.ts), and LEVEL (src/hunt/bots.ts).

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