Kira Lia Drunk

| Goal | Success Metric | |------|-----------------| | Narrative Depth – Reinforce Kira Lia’s personality and story arcs through a believable “drunk” condition. | Player surveys show ≥ 80 % feel the drunk state adds to immersion. | | Gameplay Variety – Offer new tactical options and risk/reward decisions. | Average session time ↑ 10 % when drunk‑state encounters are present. | | Accessibility – Provide clear visual/audio cues and optional mitigations for players who prefer to avoid the effect. | Accessibility rating ≥ 4.5/5 in internal testing. | | Balance – Ensure the drunk state is neither a guaranteed win nor a guaranteed loss. | Win‑loss ratio for drunk‑state runs stays within 45‑55 % across skill tiers. |


| Component | Tech Stack / Tools | Key Considerations | |-----------|--------------------|--------------------| | Intoxication Meter | Unity UI (Canvas), ScriptableObject for stat modifiers | Persist across scene loads; support serialization for save‑games. | | Stat System Hook | Existing CharacterStats component extended with IntoxModifier listener. | Ensure modifiers stack correctly with buffs/debuffs. | | Visual Effects | Post‑processing stack: Bloom, Chromatic Aberration, Motion Blur. Custom shader for color shift. | Performance: toggle off for low‑spec hardware via quality settings. | | Audio Filters | FMOD / Wwise: Real‑time Reverb, Low‑pass filter applied to master bus when intoxicated. | Latency: must be sub‑20 ms to avoid audio desync. | | Input Wobble | Input wrapper that adds Perlin noise offset before forwarding to movement/aim scripts. | Clamp offset to prevent controller stick saturation. | | Dialogue System | Ink or Yarn Spinner with DRUNK_ONLY tags. | Fallback lines for sober state. | | Blackout Logic | Event system listening to OnDamageTaken + intoxication % threshold. | Ensure cutscene can be interrupted by player if they have a “Revive” item. | | Save/Load | Serialize intoxicationPercent and active buffs in the player save file. | Backward compatibility with previous saves (default to 0%). | Kira Lia Drunk


| Narrative Hook | Example Implementation | |----------------|------------------------| | Story‑Driven Drinking | In Chapter 3, Kira Lia attends a tavern celebration. Player may choose to drink (triggering the system) or stay sober, branching into two different story beats. | | Character Development | NPCs comment on her “spirited” behavior; repeated drunkenness unlocks a personal quest line about confronting past trauma. | | World‑Building | Certain secret areas are only accessible when Kira Lia is drunk (e.g., a hidden door that reacts to her slurred speech). | | Moral Choices | Players can decide to drink to gain a temporary advantage at the cost of possible blackout and loss of items, emphasizing risk/reward. | | Goal | Success Metric | |------|-----------------| |