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Hidden Love — A Bangladeshi Romance Story

A playable 3D rural-life story simulator: twelve acts, four endings, a Bangladeshi village you walk around, and a relationship decided by what you say. Built in Zero.

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Updated Sep 29, 20264 launches
storyromancevillagebangladeshnarrative12-acts4-endingssave-loadthird-personzero-engine

A playable 3D rural-life story simulator, built in the Zero engine (OrigoZero).

What this world is

Twelve acts and four endings, in a South Asian village. You are a young private tutor who walks to a family's house to teach their son; over twelve acts the relationship between you and the boy's mother changes, and the choices you make decide how warm the telling is and which of four endings you reach.

Status

Playable. The player spawns, wears a visible body, and the acts run from the title card to an ending. Verified with zero runtime errors.

Working: the twelve acts and four endings · choices that measurably change the outcome · the phone · save and load · title card, HUD and dialogue band · third-person camera · the village with walkable doorways · six positional audio beds · a cast layer where each character's body is a single swappable field.

Not working yet: the interaction prompt's proximity scan · rain, thunder and footstep audio · quests, inventory, day/night, weather and NPC schedules.

Where to start

Read, in this order:

  1. PROJECT_README.md — structure, how to run it, how to take it elsewhere, and the full list of known issues.
  2. HANDOFF.md — completed systems, remaining bugs with their candidate causes, what must not be changed, and the exact next task.
  3. CHANGELOG.md — what changed in the most recent pass, and why.

Project structure

/zero/source/
  scenes/main.scene/      the scene, as code: build.luau + entrypoint.luau
  game/Game.module/       every constant: acts, cast, places, meters, endings
  game/story/             the twelve acts' scripts and the act machine
  game/screens/           title card, HUD, dialogue band, phone, ending card
  game/world/             the village
  game/cast/              villagers, and the swappable body per character
  game/sound/             positional audio beds + generated clips
  game/interact/          the interaction registry
  design/spec.md          the contract: rules, interfaces, palette
  design/references/      reference images

Continuing this elsewhere

Every file under /zero/source/ is authored source — there is no compiled build and no session-only dependency. Open this world from any browser at origozero.ai/edit/3a9e3328-0545-4d6b-b681-52456e5964ca to get the identical editable project.

For a different engine, game/Game.module holds all design constants and game/story/Chapters.module holds all twelve scripts as plain data — each line carrying both the spoken Bangla and the English shown on screen. The village is authored to real human scale (2.05 m doorways, 0.45 m seats, 1.70 m adults) so it can be rebuilt without re-deriving dimensions.

Note on the characters

The two leads are placeholder bodies, worn through two declared asset fields (bodyTutor, bodyNadia) that any realistic model can replace without touching a single game system. game/cast/MODELS.md is the drop-in contract — most importantly, a replacement needs a humanoid rig with the standard bone names, or it will import and then stand still.

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