Megu Hayasaka -
| # | Requirement | Description | Acceptance Criteria |
|---|-------------|-------------|----------------------|
| FR‑01 | Personality Matrix | Megu’s personality is driven by a 5‑axis vector (Empathy, Curiosity, Determination, Playfulness, Reserve). Each axis is a value 0‑100 that evolves through player interaction. | • Values update correctly after each dialogue node.
• At least 3 distinct personality “profiles” (e.g., Empathy‑focused, Determination‑focused, Balanced) unlock unique dialogue branches. |
| FR‑02 | Dynamic Dialogue Engine | Integrates with the game’s existing dialogue system (e.g., Ink, Yarn, or custom). Uses the Personality Matrix to select appropriate lines. | • 150+ dialogue lines (≈30% conditional on personality).
• No dead‑ends; every branch leads back to the main storyline. |
| FR‑03 | Empathy Buff System | When player’s “Trust Level” with Megu reaches thresholds (25, 50, 75, 100), she provides gameplay bonuses. | • At 25 %: +5 % morale to party.
• At 50 %: unlocks a unique “Support” skill (e.g., “Soothing Pulse”).
• At 75 %: passive damage reduction for allies.
• At 100 %: a story‑changing “Sacrifice” event becomes available. |
| FR‑04 | Megu Moments (Daily/Weekly) | Small interactive scenes (mini‑conversations, mini‑games) that can be accessed from the main menu. | • At least 7 unique moments, each granting 50–200 XP or a resource.
• Auto‑reset after 24 h (daily) or 7 days (weekly). |
| FR‑05 | Visual & Audio Assets | • 4‑frame idle animation, 6‑frame “talk” loop, 8‑frame “empathy” reaction, 2‑frame “determined” stance.
• Voice‑over packs (Japanese & English) covering all dialogue lines. | • All assets exported in Unity‑compatible formats (FBX + Sprite sheets, .wav/.ogg audio).
• No visible clipping or sync errors. |
| FR‑06 | Cross‑Platform Compatibility | Must work on PC, console, mobile, and web builds without code changes. | • Passes platform‑specific QA checklists (memory budget < 30 MB, 60 fps on mobile). |
| FR‑07 | Data‑Driven Configuration | All dialogue, personality thresholds, and buff values are stored in external JSON/ScriptableObject files. | • Designers can modify values without recompiling.
• Game loads updated data at runtime. |
| FR‑08 | Analytics Hooks | Track: trust progression, empathy‑buff usage, daily‑moment engagement, drop‑off points. | • Data sent to analytics platform (e.g., Unity Analytics) with correct event names.
• No PII collected. |
| Week | Milestone | |------|-----------| | 1 | Project kickoff – finalize story bible, personality axes, and art style. | | 2‑3 | Build Personality Matrix system + unit tests. | | 4‑5 | Integrate dialogue engine (Ink/Yarn) with conditional branches. | | 6 | Create first batch of assets (model, idle/talk animations, voice‑over for core lines). | | 7 | Implement Empathy Buff system (gameplay hooks). | | 8 | Develop “Megu Moments” UI & three mini‑games. | | 9 | Localization pipeline (English/Japanese). | | 10 | QA pass – functional testing, performance profiling on target platforms. | | 11 | Analytics integration + data validation. | | 12 | Polish, documentation hand‑off, and release candidate build. | megu hayasaka
Though a smaller role, Hayasaka voiced the mysterious imperial librarian, Rei. Her performance—whispering ancient lore with a combination of fear and longing—became a fan favorite. In a now-famous scene (Episode 7), Rei recites a forbidden spell for 90 seconds without a single breath break, a feat of vocal control that seiyuu schools still use as a training example. | # | Requirement | Description | Acceptance