tarinai/GAME_FEATURES.md
2026-07-20 14:36:59 +09:00

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tarinai_ Game Features

tarinai_ is an observation sandbox about small creatures called tarinai. The player shapes a field with food, medicine, furniture, hazards, machines, weather, and ground choices, then watches how the colony reacts. The game is about cause and effect: small changes in the environment can alter movement, stress, disease, relationships, reproduction, accidents, cleanup, and survival.

Core Play

The player starts by choosing a field and ground, then places objects or uses direct tools on the colony. Tarinai continue acting on their own while the player observes, edits the environment, removes problems, or creates new ones. The colony panel, event log, selected-tarinai data, and family tree help explain what is happening without taking control away from the simulation.

The game supports quiet observation and chaotic experiments. A player can build a comfortable habitat with beds, food, grass, and cleaning tools, or create a dangerous machine field with rotators, fences, stones, pins, explosions, ants, and poison.

Tarinai

Tarinai are autonomous creatures with HP, needs, stress, personality, age, family links, diseases, item effects, and behavior states. They choose actions from their current condition and surroundings instead of following a fixed script. Hunger can make them seek grass or food, sleepiness can make them find a bed, fear can make them flee, and social state can make them follow, fight, avoid, or approach another tarinai.

Each tarinai has individual tendencies. Aggressive tarinai fight more easily, social tarinai seek others more often, nervous tarinai react strongly to danger, and inherited traits can make children resemble their parents. Selecting a tarinai shows health, needs, stress, effects, relations, inventory, family information, and the reason for its current behavior.

Tarinai can be damaged by hazards, pushed by physics objects, carried by ants, attached to links, blocked by fences, affected by medicine, frightened by accidents, comforted by habitat items, or preserved when outside the active field. Some objects can become emotionally important, so losing them may cause panic.

Food And Consumables

Grass is both food and habitat material. Tarinai can eat it, feel comfort near it, gather it for simple beds, and interact with it through ground and weather systems. Water can be drunk, can appear from rain, and can be generated or copied by tools.

Sweet food helps satisfy hunger and can support recovery in some cases. Love mochi makes reproduction behavior more likely for a while, while fight mochi pushes the colony toward conflict. Zunda juice clears item effects, making it useful after medicine or special consumables have changed a tarinai too much.

Medicine changes the simulation more aggressively than normal food. Sleep drugs push tarinai toward sleep or sleep disease, laxatives create repeated zunchi and reduce food benefit, protein makes a stronger permanent mode with lower disease risk, and niteropu makes a weaker permanent mode with higher disease risk. Ammo creates temporary speed and impact danger. Mystery drugs choose from eligible effects unpredictably. Mercury changes lifespan, while giant and dwarf drugs reshape size, movement, power, and ongoing damage risk.

Habitat And Cleanup

Zunchi is waste, but it is also part of the ecology. It affects hygiene and disease risk and can fertilize grass. Beds and nest boxes give tarinai safer or better sleep options, reduce stress around resting areas, and help recovery. Balls give tarinai something to play with and can also become part of physics experiments.

Robot cleaners are mobile cleanup items. They scan for selected target types, pursue matching waste or corpses, and remove them on contact. The water hose gives the player direct cleanup control by washing dirt, zunchi, corpses, stains, and similar field problems. Signboards are editable objects that can be inspected after placement, useful for labeling areas or experiments.

Physics And Machines

Physics items turn the field into a mechanical sandbox. Ropes connect two targets with a flexible link that can go slack but should not stretch freely. Rods create a rigid connection. Springs connect targets with elastic motion, allowing linked objects to pull back and oscillate.

Fences block movement and can be rotated for layout control. Gates can be opened or closed after placement. One-way fences allow passage from one direction while blocking the opposite direction. Bounce fences launch colliding targets more strongly than normal fences, which makes them useful for traps or kinetic experiments.

Rotators are editable mechanical shapes that spin and push nearby targets. Their shape and speed can create conveyors, crushers, traps, or chaotic collision fields. Reciprocators move back and forth along a line, so they can shove objects repeatedly. Poison blocks are custom hazard shapes that damage on contact.

Electrical And Automation

Detectors, wires, insulated wires, and circuit boards are grouped in the Electrical tool category. Normal energized wire can hurt living targets on contact, while insulated wire is safer for incidental contact. Detectors can sense target ranges or time windows and send signals; clicking either dual-range track moves the nearer thumb directly to the clicked value. Circuit-board external input and output terminals are placed directly on the board edge, can be moved around all four sides, and appear dim in the editor until a world wire is actually connected.

Danger Tools

Danger tools create immediate or ongoing pressure. Stones are heavy objects that become dangerous when dropped, thrown, or moved by machines. Genkotsu creates a large impact on the ground. Firecrackers cause explosions, with flame variants adding fire while respecting active-fire limits.

Pushpins can roll, lodge in tarinai, cause panic, and deal continuous damage. Oshibyo blocks zunchi while lodged and releases stored zunchi when removed. Shooting is a direct attack tool that can hit tarinai, ants, items, pins, balloons, or placed objects depending on the target under the aim point.

Ant nests introduce an enemy system. Ants search for tarinai, carry captured targets back to the nest, and can be shot or killed. Worker ants and queen ants have separate HP values, and ant counts are shown through colony statistics.

Operation Tools

The observe tool selects tarinai or compatible objects and opens their data. The add tool introduces new tarinai. Poke applies a small interaction or push, while pinch lets the player drag tarinai and some objects. Copy duplicates placed items with their settings so setups can be repeated quickly. The operation palette also provides a dedicated snap control shared by placement and pinch movement; it cycles through Free, 20px, 40px, and 60px.

Undo and redo reverse or reapply placement and edit actions. Delete removes a specific object or stain, while area delete removes many nearby targets at once. These tools let the player repair a field after experiments without resetting the whole colony.

Grounds And Environment

Fields define the playable space and boundary style. Grounds change the character of the colony: sand, dirt, concrete, blanket, foot massage, ice, and laboratory-style surfaces can affect movement, stress, comfort, and grass behavior. Ground choice matters because tarinai react not only to objects, but also to the surface they live on.

Weather changes the field over time. Rain can create water and affect comfort, shade can protect from weather or sun, and temperature changes how tarinai experience the environment. Grass, zunchi, splats, corpses, ant corpses, rain drops, and stains all feed into hygiene, disease, cleanup, rendering, and observation.

Colony Statistics

The colony panel summarizes population, sick tarinai, juveniles, elders, deaths, mood, temperature, population limits, and object limits. Graph tabs show population, needs, and environment. Total ants are included in the environment statistics so active ant pressure can be read alongside other field signals.

The event panel records important simulation events such as birth, death, fights, accidents, weather, grass changes, and relation changes. The family tree shows parent-child structure, generations, inherited stats, personality tags, and family links.

Save, Display, And Performance

Manual save and restore use browser storage. Reset returns to field selection and starts a new state. Service worker caching can keep the static app shell available after the first successful load when the browser supports it.

Display settings control effects, shadows, drawing detail, and quality choices for crowded scenes. Crowded fields are an intended part of the sandbox, so the game uses spatial lookup, scheduling, cached drawing, and incremental maintenance systems to keep large colonies and many objects playable.

Achievement system

  • Seventy-six achievements track reproduction, natural status changes, generation runs, rapid population events, special deaths, colony conditions, individual care, autonomous ecology, history usage, cleanup, rapid deletion, temperature transitions, weather shelter, medicine-category completion, combat reversals, circuit-board signaling, and ant-related play styles.
  • Locked rows reveal only the configured condition allowlist; all others show . There are no achievement tooltips. 母なる大地, めっちゃたりない観察, 敵の敵は味方, 混沌ヲ希求スル者, and 豊穣ヲ希求スル者 include local progress percentages, and unlocked achievements are sorted first inside each category.
  • Each achievement row behaves as a horizontal bar chart. Its background fill visualizes the optional global completion percentage from 0100%, and the global achiever count is displayed beside it.
  • 物でいっぱい requires 100 cumulative player placements across field resets. 害虫駆除 requires 100 cumulative ant kills across field resets.
  • 餌やりじいさん requires 33 cumulative direct feedings; field resets do not reset this progress.
  • 機械化産業 replaces the former detector-automation and link-craftsman achievements and unlocks only when both requirements are met.
  • Local unlocks and persistent totals live in browser storage. Direct-feeding, Undo, and Redo totals persist across field resets. Cleaner, self-sufficiency, enemy-ant, generation, observation, safety, and per-entity/item progress remain field-scoped where their conditions require it. Nest-box and pipe occupants block rain/weather effects and count as sheltered for 雨宿り完了.
  • Achievement evaluation is primarily event-driven; periodic world scans skip completed or irrelevant conditions. The server writes compact v3 achievement aggregate JSON while migrating older aggregate formats on read.

Achievement spell persistence

  • Exported spells compactly include non-debug achievement unlocks, unlock times, and persistent progress.

  • Loading a spell merges achievements and keeps the greater progress instead of erasing local achievement data.

  • Restored unlocks are queued for the existing server recovery synchronization. Save slots remain world-only.

  • Spell achievement metadata uses sparse binary encoding for unlock bits, persistent progress, minute-delta unlock timestamps, and sparse per-entity state. The current save and achievement payload formats are defined by js/save_schema.js and js/achievements.js.