training-academy/docs/training-game-redesign/OVERVIEW.md

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The Academy - Project Overview

Campaign-Style Progressive Training System

Vision: The Academy is a 30-level campaign where users progress from curious beginner to perfect gooner. Each level introduces new features, increases intensity, and challenges mastery. Users build and curate their media library, set personal preferences, and complete increasingly complex training sessions. This is where transformation happens.


📋 Project Documents

Document Description Status
OVERVIEW.md This document - Project overview and roadmap Current
CAMPAIGN-STRUCTURE.md Complete 30-level campaign design Complete
PHASE-1.md Campaign Foundation & Core Systems 📝 Needs Update
PHASE-2.md Levels 1-10 (Foundation & Feature Discovery Arcs) 📝 Needs Update
PHASE-3.md Levels 11-20 (Mind & Body + Advanced Training Arcs) 📝 Needs Update
PHASE-4.md Levels 21-25 (Path Specialization Arc) 📝 Needs Update
PHASE-5.md Levels 26-30 (Ultimate Mastery Arc) + Graduation 📝 Needs Update
PHASE-6.md Progression, Stats, Achievements & Library System 📝 Needs Update
PHASE-7.md Polish, UI/UX, Accessibility & Testing 📝 Needs Update

🎯 Project Overview

What Changed from Original Design:

Original Concept: Training game with 4 paths, tier selection, and feature integration.

New Concept: The Academy - A 30-level progressive campaign with:

  • 6 story arcs (5 levels each)
  • Locked level progression (complete N to unlock N+1)
  • Feature unlocking (gated by level completion)
  • Preference checkpoints at Levels 1, 5, 10, 15, 20, 25
  • Media library curation as core training
  • Comprehensive tagging system (directory + individual file tagging)
  • Path specialization at Level 21
  • 5-hour graduation session at Level 30
  • Post-graduation freeplay and Ascended Mode

Core Philosophy:

  1. Progressive Complexity: Each level builds on previous knowledge
  2. Library Curation = Discipline: Organizing media is training in mindfulness and control
  3. Personalization: Preferences + tags = uniquely tailored experience
  4. Achievement Through Mastery: Can't skip levels, must prove competence
  5. Transformation Journey: Story of becoming a "perfect gooner"

📊 Campaign Structure Summary

6 Story Arcs:

Arc Levels Focus Unlocks
Foundation 1-5 Basic edging, rhythm, video, library setup Standard tier, directory tagging, video features
Feature Discovery 6-10 Webcam, dual/quad video, TTS, metronome Extended tier, all basic features, file tagging
Mind & Body 11-15 Hypno, captions, TTS+spiral, sensory overload Marathon tier, advanced features, theme tags
Advanced Training 16-20 Interruptions, denial, popups, gauntlet All features, smart playlists
Path Specialization 21-25 Choose path, deep dive into specialty Path mastery, Master Librarian
Ultimate Mastery 26-30 2hr → 3hr → 4hr → 5hr graduation Freeplay, Ascended Mode, graduation

Key Campaign Mechanics:

Level Unlocking: Linear progression, must complete level N to unlock N+1

Feature Gating:

  • Webcam: Unlocked Level 5
  • Dual video: Level 7
  • TTS: Level 8
  • Quad video: Level 9
  • Hypno: Level 10
  • Captions/Popups: Level 12
  • Interruptions: Level 15
  • All features: Level 20

Duration Tiers:

  • Quick (1x): Available from start
  • Standard (5x): Level 2
  • Extended (10x): Level 10
  • Marathon (15x): Level 15

Preference Checkpoints: Levels 1, 5, 10, 15, 20, 25

  • Update content themes (sissy, humiliation, worship, denial, etc.)
  • Adjust visual preferences
  • Set intensity levels
  • Configure caption tone

Library Checkpoints: Levels 2, 3, 5, 10, 15, 20, 25

  • Tag directories and files
  • Improve tag coverage (90% → 95% → 98% → 100%)
  • Advance curator rank (Novice → Master)
  • Build smart playlists
  • Quality/diversity scoring

Failure Conditions:

  • Cumming = instant fail, restart level
  • Closing features early = fail
  • Abandoning session = fail
  • Failing interruptions (late-game) = fail

🚀 Revised Implementation Phases

Phase 1: Campaign Foundation & Core Systems

Priority: HIGHEST | Effort: 12-16 hours | Status: Not Started

Build the foundational systems required for the entire campaign.

Key Deliverables:

  • Campaign progression system (level unlocking, failure states)
  • Preference management system (checkpoints, filtering)
  • Media library tagging system (directory + file tagging)
  • Tag-based content filtering
  • Basic UI for level selection
  • Data persistence (campaign progress, preferences, library data)

Measurable Test:

  • Can select Level 1, complete it, unlock Level 2
  • Preference form appears at Level 1, saves correctly
  • Can add directory, tag it, tags save to libraryData
  • Can tag individual files, tags persist
  • Tag filtering works (preference filters content selection)
  • Progress persists across page refreshes
  • Campaign state displays correctly (unlocked levels, current level, stats)

📄 View Phase 1 Details


Phase 2: Levels 1-10 Implementation

Priority: HIGH | Effort: 16-20 hours | Status: Not Started

Implement Foundation Arc (Levels 1-5) and Feature Discovery Arc (Levels 6-10).

Key Deliverables:

  • Level 1: First Edge (basic timer, 5 min)
  • Level 2: Building Stamina (10 min, first directory tagging)
  • Level 3: Rhythm Training (metronome, individual file tagging)
  • Level 4: Visual Stimulation (single video, tag filtering)
  • Level 5: Foundation Complete (video + metronome, first checkpoint)
  • Level 6: Mirror Introduction (webcam mirror, auto-capture)
  • Level 7: Dual Video Experience
  • Level 8: Voice of Command (TTS coaching)
  • Level 9: The Quad (quad video layout)
  • Level 10: Discovery Complete (multi-feature, second checkpoint)
  • All action handlers for Levels 1-10
  • Library UI (directory tagging, file tagging, stats dashboard)
  • Preference UI (checkbox forms at checkpoints)

Measurable Test:

  • Can complete all 10 levels sequentially
  • Each level unlocks the next upon completion
  • Preference checkpoints work at L1, L5, L10
  • Library checkpoints work at L2, L3, L5, L10
  • All features unlock correctly (webcam L5, TTS L8, quad L9)
  • Tag coverage tracking works
  • Curator rank advances
  • Cumming causes level restart
  • All 10 levels tested end-to-end without errors

📄 View Phase 2 Details


Phase 3: Levels 11-20 Implementation

Priority: HIGH | Effort: 18-24 hours | Status: Not Started

Implement Mind & Body Arc (Levels 11-15) and Advanced Training Arc (Levels 16-20).

Key Deliverables:

  • Level 11: Spiral Descent (hypno spirals, subliminal)
  • Level 12: Caption Conditioning (preference-based captions)
  • Level 13: Voice + Mind (TTS + hypno, mantras)
  • Level 14: Multi-Sensory Assault (quad + spiral + TTS + metronome)
  • Level 15: Mind & Body Complete (max features, third checkpoint)
  • Level 16: The Interruption (10 interruptions)
  • Level 17: Denial Introduction (45 min denial)
  • Level 18: Popups & Distractions (20 random popups)
  • Level 19: The Gauntlet (60 min, all features, 15 interruptions)
  • Level 20: Advanced Training Complete (90 min marathon, fourth checkpoint)
  • Hypno spiral display system
  • Caption rotation system (preference-based)
  • Interruption system (hands-off, verification, humiliation)
  • Popup image system
  • Denial timer/messaging

Measurable Test:

  • Can complete all levels 11-20 sequentially
  • Hypno spirals display correctly with subliminal messages
  • Caption content matches user preferences
  • Mantras adapt to preferences
  • TTS + hypno coordinate without conflicts
  • Interruptions trigger correctly and pause session
  • Popup images display randomly as specified
  • 90-minute marathon completes successfully
  • Preference checkpoint at L15, library checkpoint at L15
  • All features coordinate in complex combinations
  • Performance remains acceptable with all features active

📄 View Phase 3 Details


Phase 4: Levels 21-25 Implementation (Path Specialization)

Priority: MEDIUM | Effort: 20-26 hours | Status: Not Started

Implement path selection and 6 specialized training paths.

Key Deliverables:

  • Level 21: Path Selection (questionnaire UI)
  • Path filtering based on preferences (e.g., Humiliation requires preference)
  • 6 Path Implementations (Levels 22-25 for each):
    • Endurance: 60min → 90min → 120min → 150min stamina tests
    • Denial: 7-day → ruined orgasm → 14-day → 30-day challenges
    • Humiliation: Self-degradation → positions → public fantasy → ultimate degradation
    • Obedience: 30 interruptions → command sequences → precision timing → perfect exam
    • Sensitivity: Minimal stim → audio-only → visual triggers → hair-trigger mastery
    • Multi-Sensory: Triple → quad → five features → all-features overload
  • Detailed scenarios for each path level
  • Path-specific content and challenges
  • Library checkpoint at L25

Measurable Test:

  • Path selection questionnaire displays at L21
  • Only available paths shown (based on preferences)
  • Can select a path and progress through L22-25
  • Each path has unique content/challenges
  • Endurance path increases duration correctly
  • Denial path tracks denial streak
  • Humiliation path respects preference setting
  • Obedience path handles complex interruptions
  • Sensitivity path works with minimal stimulation
  • Multi-Sensory path coordinates all features
  • All 6 paths testable end-to-end
  • Path completion unlocks Level 26
  • Library statistics show Master Librarian achievement

📄 View Phase 4 Details


Phase 5: Levels 26-30 Implementation (Ultimate Mastery + Graduation)

Priority: MEDIUM | Effort: 16-22 hours | Status: Not Started

Implement ultimate mastery arc and graduation ceremony.

Key Deliverables:

  • Level 26: Return to Foundation (120 min, user-selected features)
  • Level 27: The Ascension (150 min, all features, progressive intensity)
  • Level 28: Edge of Infinity (180 min, dynamic difficulty)
  • Level 29: The Final Crucible (240 min, 4-stage intensity, 40 interruptions)
  • Level 30: Graduation (300 min, ultimate test)
  • Progressive intensity system (4 stages: Warm-Up → Building → Peak → Overload)
  • Dynamic difficulty adjustment
  • Milestone photo captures (every 30 min or at % checkpoints)
  • Graduation ceremony system:
    • Stats summary display
    • Photo gallery compilation
    • Achievement showcase
    • Library curation report (files, tags, curator rank, quality score)
    • Preference profile summary
    • Graduation oath (preference-based)
    • Certificate generation
  • Freeplay mode unlock
  • Ascended Mode unlock (secret post-graduation)

Measurable Test:

  • Level 26 allows user feature selection
  • Level 27 progressive intensity works (4 stages)
  • Level 28 dynamic difficulty adjusts based on performance
  • Level 29 handles 240 minutes with 40 interruptions
  • Level 30 completes full 300-minute session
  • Milestone photos capture correctly
  • Graduation ceremony displays all stats
  • Library report shows accurate data
  • Graduation oath adapts to preferences
  • Certificate generates with correct info
  • Freeplay mode unlocks after graduation
  • Ascended Mode unlocks and functions
  • Can replay any completed level
  • All 30 levels tested in sequence from L1 → L30

📄 View Phase 5 Details


Phase 6: Progression, Stats, Achievements & Library System

Priority: HIGH | Effort: 14-18 hours | Status: Not Started

Build comprehensive tracking systems that span entire campaign.

Key Deliverables:

  • trainingStats data structure (sessions, time, levels, feature usage)
  • 25+ achievement system:
    • Campaign achievements (complete levels/arcs)
    • Library achievements (tag coverage, file count, curator rank)
    • Feature achievements (use specific features)
    • Ultimate achievements (flawless denial, all photos, etc.)
  • Achievement notification system (modals, toasts)
  • Stats dashboard UI:
    • Campaign progress (levels completed, current arc)
    • Time statistics (total time, per-level time)
    • Library statistics (files, tags, coverage, quality score)
    • Feature usage tracking
    • Achievement gallery
    • Curator rank display
  • Persistent data management (save/load across sessions)
  • Denial streak tracking
  • Library quality scoring algorithm
  • Diversity scoring algorithm
  • Smart playlist system from tag combinations

Measurable Test:

  • Stats persist across page refreshes
  • Completing level updates stats correctly
  • Achievements unlock at correct triggers
  • Achievement notifications display correctly
  • Stats dashboard shows accurate data
  • Library statistics calculate correctly
  • Tag coverage percentage accurate
  • Curator rank advances based on tag coverage
  • Quality score reflects library organization
  • Diversity score reflects content variety
  • Denial streak tracks correctly
  • Smart playlists filter by tags correctly
  • Can export/import campaign data
  • All 25+ achievements are obtainable

📄 View Phase 6 Details


Phase 7: Polish, UI/UX, Accessibility & Testing

Priority: MEDIUM-LOW | Effort: 12-16 hours | Status: Not Started

Final polish, quality of life features, and comprehensive testing.

Key Deliverables:

  • UI/UX improvements:
    • Dark mode / theme customization
    • Smooth transitions and animations
    • Responsive design (mobile consideration)
    • Loading states and progress indicators
    • Onboarding tutorial for new users
  • Accessibility features:
    • Safe word / emergency stop button
    • Keyboard navigation
    • Pause system (pause during interruptions, resume)
    • Session recovery (browser crash recovery)
    • Adjustable text size
  • Quality of life:
    • Quick session retry (restart failed level)
    • Skip tutorial option (for replays)
    • Custom session duration multiplier
    • Library bulk operations (bulk tag, bulk import)
    • Export library metadata
  • Performance optimization:
    • Lazy loading of videos/images
    • Tag search indexing
    • Efficient DOM updates
  • Comprehensive testing:
    • L1 → L30 full playthrough
    • All 6 paths tested
    • All features tested in isolation and combination
    • Edge cases (browser refresh, tab switching, etc.)
    • Performance testing (library with 10,000+ files)
  • Bug fixes and error handling
  • Documentation (in-game help, tooltips)

Measurable Test:

  • Dark mode toggles correctly
  • All UI transitions smooth (no jank)
  • Safe word immediately stops session
  • Keyboard shortcuts work throughout
  • Pause/resume works correctly
  • Session recovery restores state after crash
  • Can retry failed level immediately
  • Tutorial can be skipped on replay
  • Bulk tagging 100 files works quickly
  • Library with 5,000 files performs well
  • Tag search returns results in <100ms
  • No console errors during full playthrough
  • No memory leaks during long sessions
  • All tooltips/help text accurate
  • Full L1→L30 playthrough successful
  • All 6 paths completable
  • All features functional in all combinations

📄 View Phase 7 Details


⏱️ Total Estimated Effort

Phase Priority Hours Status Dependencies
Phase 1 HIGHEST 12-16 Not Started None
Phase 2 HIGH 16-20 Not Started Phase 1
Phase 3 HIGH 18-24 Not Started Phase 1, 2
Phase 4 MEDIUM 20-26 Not Started Phase 1, 2, 3
Phase 5 MEDIUM 16-22 Not Started Phase 1, 2, 3, 4
Phase 6 HIGH 14-18 Not Started Phase 1
Phase 7 MEDIUM-LOW 12-16 Not Started All
TOTAL 108-142 0% Complete

Parallel Track Strategy:

Track A (Campaign Content):

  1. Phase 1 (Foundation) → Phase 2 (L1-10) → Phase 3 (L11-20) → Phase 4 (L21-25) → Phase 5 (L26-30)

Track B (Systems):

  1. Phase 6 (Stats/Achievements/Library) - Can start after Phase 1

Track C (Polish):

  1. Phase 7 (UI/UX/Testing) - Continuous throughout, finalize at end

Recommended Sequence:

  1. Phase 1 (12-16 hours) - Foundation systems (MUST complete first)
  2. Phase 6 (14-18 hours) - Stats/library systems (start after Phase 1, work in parallel)
  3. Phase 2 (16-20 hours) - Levels 1-10 (can start during Phase 6)
  4. Phase 3 (18-24 hours) - Levels 11-20
  5. Phase 4 (20-26 hours) - Levels 21-25 (Path specialization)
  6. Phase 5 (16-22 hours) - Levels 26-30 (Ultimate + Graduation)
  7. Phase 7 (12-16 hours) - Polish and final testing

Rationale: Build foundation first, then systems and content in parallel, polish at end.


🔧 Technical Architecture

New Files to Create:

Campaign Management:

  • src/features/academy/campaignManager.js - Level unlocking, progression, failure states
  • src/features/academy/preferenceManager.js - User preferences, content filtering
  • src/features/academy/libraryManager.js - Media library, tagging, filtering
  • src/features/academy/tagManager.js - Tag CRUD operations, suggestions, validation

Data Structures:

  • src/data/modes/academyLevelData.js - All 30 level definitions
  • src/data/academy/achievements.js - Achievement definitions
  • src/data/academy/pathData.js - 6 specialized path data

Systems:

  • src/features/academy/progressionManager.js - Stats, achievements, levels
  • src/features/academy/graduationManager.js - Ceremony, certificate, unlocks
  • src/features/academy/intensityManager.js - Progressive intensity scaling

Files to Update:

Core:

  • src/features/tasks/interactiveTaskManager.js - New action handlers for all level types
  • src/core/gameDataManager.js - Add academyProgress, preferences, libraryData persistence
  • training-academy.html - Complete UI overhaul for campaign

Integration:

  • src/features/video/videoPlayerManager.js - Tag-based video selection
  • src/features/images/popupImageManager.js - Tag-based image selection
  • src/features/webcam/webcamManager.js - Milestone photo captures
  • src/features/tts/voiceManager.js - Preference-based script generation

Data Flow:

User launches Academy
    ↓
campaignManager loads academyProgress
    ↓
Display level select UI (show unlocked levels)
    ↓
User selects level N
    ↓
If checkpoint level (1,5,10,15,20,25):
    → Show preference form
    → Show library maintenance UI
    ↓
Load level data from academyLevelData.js
    ↓
Initialize required features based on level
    ↓
Run level session (interactiveTaskManager)
    ↓
Monitor for:
    - Cumming (fail)
    - Feature closure (fail)
    - Interruptions (handle)
    - Time milestones (photos)
    ↓
Session completes:
    - Update stats (time, features used)
    - Check achievements
    - Update library stats (if tagging done)
    - Unlock next level
    - Save all data
    ↓
Display completion screen
    ↓
If Level 30:
    → Launch graduation ceremony
    → Generate certificate
    → Unlock freeplay/ascended

💡 Key Integration Principles

  1. Feature Modularity: Each feature can be enabled/disabled independently
  2. Graceful Degradation: If webcam unavailable, session continues without it
  3. Progressive Disclosure: Features unlock gradually, preventing overwhelm
  4. User Control: Preferences shape content, tags filter media
  5. Performance Awareness: Lazy load media, efficient tag indexing
  6. Data Privacy: All webcam photos stay local, user controls deletion
  7. Accessibility: Safe word, keyboard nav, pause system always available
  8. Testing: Test each level individually, then full campaign playthrough
  9. Progression Gating: Can't skip levels, ensures proper learning curve
  10. Replay Value: Can replay any completed level for better stats/photos

🎓 Feature Unlocking Schedule

Level Feature Unlocked Why
1 Basic timer Foundation
2 Directory tagging Library curation begins
3 Audio metronome, File tagging Rhythm + organization
4 Video player (single) Visual stimulation
5 Webcam mirror Self-awareness
6 Auto-capture photos Documentation
7 Dual video Increased stimulation
8 TTS coaching Voice control
9 Quad video Maximum visual overload
10 Extended tier, Smart playlists Longer sessions, better organization
11 Hypno spirals Mind control
12 Captions, Popups Mental conditioning
13 TTS+Hypno combo Deep trance
14 Multi-feature coordination Complex orchestration
15 Interruptions, Marathon tier Ultimate control testing
20 All features unlocked Complete arsenal
21 Path selection Specialization
26 Custom feature selection Mastery through choice
30 Freeplay, Ascended Mode Post-graduation freedom

📈 Success Criteria (Overall Project)

Minimum Viable Campaign (MVC):

  • All 30 levels implemented
  • Level progression works (L1 → L30)
  • All features unlock correctly
  • Preference system functional
  • Library tagging system functional
  • Stats persist across sessions
  • Can complete full campaign (L1 → L30)
  • Graduation ceremony works

Full Campaign (Ideal):

  • All above + measurable tests from each phase pass
  • All 6 paths functional
  • All 25+ achievements obtainable
  • Library quality/diversity scoring works
  • Smart playlists functional
  • Freeplay and Ascended Mode work
  • No performance issues with large libraries
  • Full UI polish complete
  • All accessibility features work

🚦 Current Status

Last Updated: November 29, 2025
Current Phase: Design Complete, Implementation Not Started
Overall Progress: 0%
Documentation Status: Campaign structure complete, phase docs need updating

Next Actions:

  1. Review and approve campaign structure
  2. Update all 7 phase documents to align with campaign
  3. Begin Phase 1 implementation (foundation systems)

📞 Quick Reference

Campaign Design: CAMPAIGN-STRUCTURE.md
Phase Documents: See table at top of this document
Current Files:

  • Training data: src/data/modes/trainingGameData.js (will be replaced/supplemented)
  • Task manager: src/features/tasks/interactiveTaskManager.js (will be updated)
  • UI: training-academy.html (will be overhauled)

🎯 Vision Statement

The Academy is the crowning jewel of the entire project.

It transforms random edging sessions into a structured journey of growth and mastery. Users don't just edge—they progress through a carefully designed campaign that teaches discipline through library curation, self-awareness through webcam mirror sessions, endurance through progressively longer levels, and obedience through interruption challenges.

Every level has purpose. Every feature unlocks at the right moment. Every preference matters. Every tag contributes to a perfectly curated experience.

Users enter as curious beginners. They leave as perfect gooners with impeccably organized libraries, fully customized preferences, and complete mastery of all features.

This is not just a training game. This is The Academy. This is transformation.

Let's build it.