tarinai/GAME_FEATURES.md
2026-07-09 16:08:11 +09:00

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tarinai_ Game Features

This document describes the playable features of tarinai_: what the player sees, what tools do, and how tarinai behave. It is intentionally player/design-facing, not an implementation map.

v39.15.167 mechanical interaction and limit audit

  • 回転体・往復体・毒ブロックは、双方の「当たり判定ON」時にSAT矩形判定で相互作用する。当たり判定OFFの機構は機構同士の衝突対象から除外される。
  • 3種類の輪郭編集は20px間隔のグリッド格子点へスナップする。直線、自由描画、消去位置、テンプレート、再編集時の既存端点に同じ規則を適用する。
  • コロニー上限は中央生成APIで常時適用され、通常実行時に上限を迂回するオプションは持たない。既存要素やセーブ復元要素は削除せず、その後の新規生成のみを抑止する。

v39.15.165 behavior and colony controls

  • たりない王は、繁殖可能な別のたりない王を広い範囲から優先して探し、通常より強い繁殖欲求と短い再繁殖待機時間を持つ。
  • 往復体の新規配置時の標準方向は90度。
  • 毒ブロックの新規配置時の標準輪郭は小型半径44、輪郭104×40、太さ11
  • コロニーパネルで、たりない個体数と生存オブジェクト総数の上限を設定できる。空欄または0は上限なし。既存要素は削除せず、新規追加だけを抑止する。
  • 上限値はスナップショットとバイナリセーブに保存される。

Game Overview

tarinai_ is an observation sandbox about small creatures called tarinai. The player places food, furniture, hazards, machines, and environment tools, then watches how individuals live, move, eat, sleep, panic, fight, reproduce, get sick, recover, and leave family records.

The core loop is:

  1. Choose a field and observe the colony.
  2. Place tools or objects that change the environment.
  3. Select individual tarinai to inspect health, needs, personality, relations, diseases, records, and current behavior.
  4. Watch the event log, colony graphs, and family tree to understand long-term outcomes.

Main UI

  • Canvas / field: the main simulation area. Tarinai, items, effects, ants, weather, and terrain are drawn here.
  • Top buttons: pause/resume, speed control, ecology guide, sound settings, credits, save, display settings, and reset.
  • Display settings: manually adjust effects, shadows, and drawing detail. High keeps quality-preserving optimizations active, while lower tiers cut heavier visuals for crowded scenes without lowering object limits; simulation cadence remains quality-preserving.
  • Mobile mode controls: auto, camera, and tool modes for touch screens.
  • Right panel tabs: jump between main game, selected tarinai data, tools, colony, events, and family tree.
  • Tarinai data panel: appears when a tarinai is selected. Shows health, needs, personality, active effects, relations, inventory, behavior reason, and records.
  • Tool palette: grouped buttons for operation, food, medicine, habitat, physics, and danger tools.
  • Colony panel: shows population, deaths, colony mood, ground type, and charts for population, needs, and objects.
  • Event panel: logs births, deaths, accidents, fights, food events, weather, grass, and relation changes. Optional push-style notifications can be enabled by event type.
  • Family tree: shows parent-child generations, inherited stats, personality tags, family links, and archived lineage records.
  • Ecology dialog: in-game guide explaining tarinai needs, stress, food, sleep, personality, family, disease, accidents, tools, and colony reading.
  • Sound menu: master sound plus voice, notification, and operation categories.

Tool Categories

Operation

  • 解除 / clear: cancels the selected tool and returns to normal observe mode.
  • たりないデータ / observe: select a tarinai or inspect compatible objects such as signboards.
  • 追加 / new: calls a new tarinai into the field.
  • つつく / poke: pokes tarinai and can push balls.
  • つまむ / pinch: drags tarinai and some placed objects.
  • コピー / copy: copies a placed item and pastes a new instance with its settings.
  • 戻す / undo and 進む / redo: reverse or reapply placement/edit actions.
  • 削除 / delete: removes placed tools, objects, and stains.
  • 範囲削除 / area delete: removes many nearby objects or stains around the cursor.
  • 洗浄 / water hose: drag to clean dirt, zunchi, corpses, and stains.

Food

  • ずんだ餅 / sweet: favored food; can cure some illness.
  • へこ餅 / love mochi: makes reproduction behavior more likely for a while.
  • けんか餅 / fight mochi: makes fighting behavior more likely for a while.
  • 草 / grass: food and comfort source; can grow, be used for simple beds, and sometimes dampen nearby fire instead of immediately catching.
  • 水滴 / water: drinkable water, also appears during rain and can be set in duplicators.
  • ずんだ汁 / zunda juice: clears item effects from a tarinai.
  • 複製機 / duplicator: can be loaded with compatible food, medicine, grass, water, pushpins, or oshibyo and then produces or applies that content.

Medicine

  • ねむり薬 / sleep drug: causes sleepiness or sleep disease; damage can cure the disease.
  • 下剤 / laxative: causes repeated zunchi and reduces food benefit.
  • プロテイン / protein: permanent power mode; more damage dealt, lower disease chance.
  • ンイテロプ / niteropu: permanent weak mode; less damage dealt, higher disease chance.
  • 弾薬 / ammo: temporary high-speed movement and strong collision impact.
  • 怪しい薬 / mystery drug: randomly applies an eligible item effect or disease.
  • 水銀 / mercury: increases lifespan multiplier on each use.
  • 巨大薬 / giant drug: greatly increases size, attack, and speed, but deals ongoing damage.
  • 矮小薬 / dwarf drug: greatly decreases size, attack, and speed, and also deals ongoing damage.

Habitat

  • ずんち / zunchi: tarinai waste; affects disease and can fertilize grass.
  • ロボ掃除機 / robot_cleaner: moves through the field at fixed normal speed 60, or 120 in high-speed mode. It checks the nearest matching cleanup target every 2 seconds, keeps pursuing it between scans, and cleans every matching object it touches. The 死骸 target also covers blood traces; clicking the item opens its target settings.
  • 干草寝床 / bed: placeable sleeping spot; helps HP recovery.
  • 巣箱 / nest box: reduces stress nearby; improves sleep quality when used.
  • ボール / ball: toy that tarinai can play with and the player can poke.
  • 看板 / signboard: editable text object; inspect with observe after placing.

Physics

  • ヒモ / rope: connect two targets with a flexible, inextensible link that may go slack but does not lengthen.
  • 棒 / rod: connect two targets with a rigid link.
  • 柵 / fence: blocks tarinai movement; Q/E rotate by 45 degrees, Shift+Q/E by 5 degrees.
  • バウンス柵 / bounce fence: high-restitution fence that strongly launches things that hit it.
  • ゲート柵 / gate fence: click to open or close.
  • 回転体 / rotator: custom mechanical shape that rotates; click to edit shape and speed.
  • 毒ブロック / poison block: custom hazard block; touching it damages skin; click to edit shape.
  • 往復体 / reciprocator: custom mechanical shape that moves back and forth; click to edit shape and speed.

Danger

  • 石 / stone: heavy object; dangerous when dropped or moved into others.
  • げんこつ / genkotsu: large fist impact on the ground.
  • 爆竹 / firecracker: creates an explosion; flame variants scatter fire while respecting active-fire limits.
  • 画鋲 / pushpin: rolls when dropped; can lodge in tarinai and cause panic plus continuous damage.
  • おしり鋲 / oshibyo: blocks zunchi when lodged; pulling it out releases stored zunchi.
  • 射撃 / shoot: attacks with a gun effect.
  • アリの巣 / ant nest: spawns ants that search for tarinai and carry them to the nest.

Tarinai Needs And Stats

Tarinai behavior is shaped by health, energy, needs, stress, personality, family, disease, and nearby objects.

Key needs include:

  • Food / hunger: hungry tarinai seek grass, sweets, food, water-related options, or other edible targets.
  • Sleep: sleepy tarinai seek beds, nest boxes, grass beds, or eventually sleep anywhere.
  • Safety: danger, pain, hazards, ants, fights, and panic increase defensive behavior.
  • Social / relations: tarinai can seek friends, follow parents, avoid enemies, fight rivals, or approach mates.
  • Fulfillment / comfort: toys, ground, sun, shelter, and environment affect mood and stress.
  • Health: damage, disease, stress, and recovery decide whether tarinai live, weaken, or die.

Stress changes with fear, crowding, dirt, disease, fights, ground type, and environment. High stress makes fleeing, intimidation, sickness, and poor behavior more likely.

Personality and genetics affect tendencies such as aggression, openness, sociability, nervousness, body size, lifespan, damage, and speed. Some traits are inherited by children and shown in the family tree.

Movement And Behavior

Tarinai are autonomous. Their movement is usually a result of current state, target choice, and local environment.

Common behavior states:

  • Idle / wander: waits, watches, or moves lightly around the field.
  • Seek food: moves toward edible items when hungry or affected by disease.
  • Eat / drink: consumes food, grass, water, medicine, or special items.
  • Seek bed / sleep: finds a bed, nest box, grass bed, or sleeps in place.
  • Play ball: approaches and interacts with balls.
  • Seek material / build: gathers material and creates simple structures such as grass beds.
  • Seek friend / follow parent: moves toward social targets or parents.
  • Fight / seek enemy: approaches and attacks rivals, especially under fight effects or aggression.
  • Panic / flee: runs from danger, pain, destroyed owned objects, hazards, or fear triggers.
  • Intimidate: threatens another tarinai or ants instead of directly fleeing or attacking.
  • Birth ritual: pre-birth/reproduction interaction with a partner.
  • Sunbath: rests in good sun to reduce stress.
  • Disease states: zunchi sickness, sleep disease, explosion disease, and injury sickness can override normal priorities.
  • Frozen: outside-field preservation state.

Tarinai can be pushed by physics objects, carried or affected by ants, dragged by the player, attached with ropes/rods, blocked by fences, and damaged by hazards. Some objects become owned or emotionally important, so losing them can trigger panic.

Environment

  • Field types: park, garden, and cage provide different field sizes.
  • Ground types: sand, dirt, concrete, blanket, foot massage, ice, and laboratory-style ground affect stress, grass, and movement.
  • Weather: rain and other weather influence water, mood, and environment effects.
  • Grass ecology: grass grows, feeds tarinai, comforts them, can become bed material, and has a small chance to reduce fire before burning.
  • Dirt and corpses: zunchi, splats, corpses, and ant corpses affect hygiene, disease, and observation results.
  • Day/light conditions: lighting and sun influence rendering and sunbath behavior.
  • Season temperature: automatic summer climate is roughly 5℃ hotter than the previous baseline; manual temperature control remains exact to the slider value.

Crowded Scene Performance

Crowded fields are an intended sandbox outcome. Performance work should prefer cached, typed, spatial, dirty, or incremental lookups over lowering object limits. High display quality should preserve visible fidelity and simulation rules while avoiding repeated hidden scans in render, tooltip, family tree, collision, effect, fire, and maintenance paths.

Disease And Recovery

Diseases and item effects can strongly redirect behavior.

  • Zunchi disease: changes food/water priorities and makes the tarinai feel unwell.
  • Sleep disease: causes sleep-focused behavior.
  • Explosion disease: creates dangerous explosive outcomes and water-seeking pressure.
  • Fight disease / injury sickness: causes unstable movement or fighting-related behavior.
  • Item effects: mochi, medicine, size drugs, mercury, ammo, and power modes create temporary or permanent modifiers.

Recovery depends on the disease or effect. Water, rest, food, medicine, zunda juice, damage, environment cleanup, or time can all matter depending on the case.

Family, Records, And Colony Observation

  • Tarinai can form parent-child records and partner links.
  • Children inherit parts of their parents' tendencies and are grouped by generation.
  • Family tree nodes show portraits, inherited stats, personality tags, and relationship structure.
  • Event logs record important simulation events such as birth, death, accidents, fights, weather, grass, and relation changes.
  • Colony charts summarize population, needs, and object counts over time.
  • Selected tarinai records help explain why an individual is acting a certain way.

Save, Reset, And Persistence

  • The app supports manual save and restore through browser storage.
  • Current saves are allowed to use compact/hash-style text. Old save text does not need to remain loadable when the save format is intentionally shortened or replaced, so load failure is acceptable after intentional save-format changes as long as the current save/load path stays internally consistent.
  • Reset opens field selection and starts a new field state.
  • Service worker caching allows the static app shell to remain available after load, depending on browser support.