[x] Real houses (at least 8) in town, link to house maps
[x] Randomly distribute suspects into murder house + eight houses
[x] Some history of suspects in the profile view, including:
[x] Profile blurb about them (age, background, etc.)
[x] Blood type
[x] Previous criminal record
[x] Social media: site, silent/occasional/frequent poster, sample topic, number of friends (eg. Seth has 23 friends on FB and occasionally posts about squirrels)
[x] Each person has up to four random things to say
[x] Difficulty scales number of signals (3 + 2*difficulty across all NPCs)
[x] Killer has the most signals (see in profile)
[x] Fake signals, scales with difficulty (0-10) (see in profile)
[x] Instead of just being in the profile, talking to someone adds their data to the profile page
[x] N random things a person says includes general profile stuff about their number of friends, history, etc. that goes into their profile
[x] Some refactoring to make signals scalable architecturally
Simple Signals
[x] Verifiable alibi (lied or alone)
[x] Prior criminal record
[x] Blood or blood type (their blood in the victim's mansion)
[x] The victim's blood/type in their house
[x] Discuss with @silatsaif : advanced criminology tutorial + realistic details (eg. 2-3 ways to scan blood samples for DNA, with a trade-off of time vs. reliability)
[x] Their fingerprints, whole or partial, in the mansion
[x] Social media topics (research it more).
[x] What's the probability of multi-matching blood or fingerprints (lab contamination, etc.)?
[x] Blood on the murder weapon matches theirs
[x] Fingerprints on the murder weapon matches theirs
[x] Some way to scan an item for for blood/fingerprints
[x] Non-murder-weapon items may have blood/fingerprints. Murder item is not a special case, it's just an item with the victim's blood on it. Everything else has nothing, or blood, or fingerprints. (Data only -- max two other than the murder weapon)
[x] Crime-lab PC can find other items' blood or fingerprints.
[x] Remove bloodied item pics and inventory script and item tags.
[x] Location of murder weapon
[x] Each map has tagged items that can be the murder weapon.
[x] Add inventory items for all of these items. Just reuse images.
[x] Strong signal: one of the items in NPC's house is the murder weapon. (max one time)
[x] Non-signal: put it in the mansion
[x] Behavioural signals
[x] Refusing to talk, for the first 2-3 times.
[x] Their perspective on the deceased. Loved them, hated them, respected them, etc.
Balancing
[x] Look at the total number of evidence signals an NPC can have (including one-offs). The max evidence per person should be half that, so that we get unique games (eg. if there are 8 total signals, and we pick 4, there's a good chance that you'll see different mixed signals for the killer -- they won't just be "that guy with the victim's blood in their house" every time).
[x] Tweak counts accordingly; we may need to, say, add more NPCs or drop the signal count.
[x] Update distribute_evidence so that it picks an NPC distribution and distributes evidence to them
Outer Core
N
random things a person says includes general profile stuff about their number of friends, history, etc. that goes into their profileSimple Signals
Balancing
distribute_evidence
so that it picks an NPC distribution and distributes evidence to them@npc.evidence_count > 0