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Add Mission 3 Stage 8 - Technical Validation (Part 3)
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@@ -373,3 +373,234 @@ Technical implementation is solid across all stages, with proper room dimensions
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---
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### 3. Technical Validation - ✅ PASS WITH RECOMMENDATIONS
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#### Room Generation Compliance
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**Requirement:** All rooms must be 4×4 to 15×15 GU with 1 GU padding on all sides
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**Room Dimensions Verification:**
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1. **Reception Lobby** (`reception_lobby`)
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- Dimensions: 8×6 GU ✅ (within 4×4 to 15×15 range)
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- Usable Space: 6×4 GU ✅ (8-2=6, 6-2=4 - correct 1 GU padding)
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- Compliance: PASS
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2. **Conference Room** (`conference_room_01`)
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- Dimensions: 10×8 GU ✅ (within range)
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- Usable Space: 8×6 GU ✅ (10-2=8, 8-2=6 - correct padding)
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- Compliance: PASS
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3. **Main Hallway** (`main_hallway`)
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- Dimensions: 12×4 GU ✅ (within range)
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- Usable Space: 10×2 GU ✅ (12-2=10, 4-2=2 - correct padding)
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- Compliance: PASS
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- Note: Corridor shape (12×4) appropriate for hallway functionality
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4. **Server Room** (`server_room`)
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- Dimensions: 10×10 GU ✅ (within range)
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- Usable Space: 8×8 GU ✅ (10-2=8 - correct padding)
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- Compliance: PASS
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- Note: Largest room appropriate for investigation hub with 3 workstations
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5. **Executive Wing Hallway** (`executive_wing_hallway`)
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- Dimensions: 8×4 GU ✅ (within range)
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- Usable Space: 6×2 GU ✅ (8-2=6, 4-2=2 - correct padding)
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- Compliance: PASS
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6. **Executive Office** (`executive_office`)
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- Dimensions: 10×8 GU ✅ (within range)
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- Usable Space: 8×6 GU ✅ (10-2=8, 8-2=6 - correct padding)
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- Compliance: PASS
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7. **James's Office** (`james_office`)
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- Dimensions: 8×6 GU ✅ (within range)
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- Usable Space: 6×4 GU ✅ (8-2=6, 6-2=4 - correct padding)
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- Compliance: PASS
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**Summary:**
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- ✅ All 7 rooms within 4×4 to 15×15 GU requirement
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- ✅ All rooms correctly implement 1 GU padding (dimensions - 2 = usable space)
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- ✅ Room sizes appropriate for their functions (server room largest, hallways narrower)
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- ✅ No rooms exceed maximum size (largest is 10×10 GU)
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- ✅ No rooms below minimum size (smallest is 8×4 GU)
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**Verdict:** PASS - All rooms comply with generation requirements
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#### Ink Technical Validation
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**Syntax and Structure Review:**
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1. **Hub Pattern Implementation:**
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- ✅ All NPC dialogues use sticky choices (`+`) for repeatable topics
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- ✅ Hub knots properly return to `-> hub` after topic completion
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- ✅ Exit paths include `#exit_conversation` before `-> DONE`
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- Example (m03_npc_victoria.ink):
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```ink
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=== hub ===
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+ {not topic_training} [Ask about Zero Day training]
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-> ask_training
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+ [End conversation]
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#exit_conversation
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-> DONE
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```
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2. **Variable Tracking:**
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- ✅ Global variables declared at file top (VAR player_approach, handler_trust, etc.)
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- ✅ External variables declared for cross-file state (EXTERNAL player_name, objectives_completed)
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- ✅ Choice outcomes set variables (`~ victoria_fate = "recruited"`)
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- ✅ Conditional logic uses variables correctly (`{victoria_fate == "recruited": ...}`)
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3. **Tag System:**
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- ✅ Speaker tags present (`#speaker:victoria_sterling`, `#speaker:agent_0x99`)
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- ✅ Display tags for expressions (`#display:victoria-persuasive`)
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- ✅ Task tags for objectives (`#complete_task:clone_rfid_card`, `#unlock_task:access_server_room`)
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- ✅ Item tags for game integration (`#give_item:victoria_keycard_clone`)
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- ✅ Event tags for triggers (`#trigger_event:m2_revelation_call`)
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4. **Dialogue Pacing:**
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- ✅ Most dialogue blocks follow 3-line maximum guideline
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- ⚠️ **Minor Issue:** Some Victoria confrontation blocks exceed 3 lines
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- Example: Lines 280-290 in m03_npc_victoria.ink have 4-line block
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- **Recommendation:** Split longer exposition into player acknowledgment beats
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- ⚠️ **Minor Issue:** M2 revelation call (m03_phone_agent0x99.ink) has extended exposition
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- **Assessment:** Acceptable for emotional payoff moment
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- **Rationale:** Single dramatic reveal justifies longer uninterrupted dialogue
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5. **Choice Implementation:**
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- ✅ Moral choices (Victoria recruit/arrest, James protect/expose/ignore) fully branched
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- ✅ All choice paths lead to valid knots
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- ✅ No orphaned knots detected (all knots have entry points)
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- ✅ DONE endpoints properly reached
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6. **Event-Triggered Knots:**
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- ✅ Event knots properly named (m2_revelation_call, on_lockpick_detected, etc.)
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- ✅ Event triggers documented in comments
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- ✅ Event-triggered dialogues set appropriate flags
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**Potential Issues:**
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- ⚠️ **Not Verified:** Ink compilation status (scripts not yet compiled to .json)
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- **Recommendation:** Compile all 9 Ink scripts in Inky editor before implementation
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- **Rationale:** Syntax errors may exist that weren't caught in manual review
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- ⚠️ **Not Verified:** Cross-file variable consistency (external variables shared across files)
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- **Recommendation:** Create master variable list to ensure consistency
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- **Example:** Verify `player_approach` values match across all files (cautious/aggressive/diplomatic)
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**Verdict:** PASS - Ink syntax appears correct with minor pacing recommendations (non-blocking)
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#### Game System Integration
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**Challenge-Objective Mapping:**
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1. **RFID Cloning Challenge:**
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- ✅ Defined in Stage 0 technical_challenges.md
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- ✅ Implemented in Stage 7 m03_npc_victoria.ink (proximity-based, 10-second timer)
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- ✅ Mapped to Stage 4 objective `clone_rfid_card`
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- ✅ Unlocks server room access (progressive unlocking)
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- Integration: PASS
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2. **Network Reconnaissance Challenge:**
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- ✅ Defined in Stage 0 (nmap, netcat, exploitation)
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- ✅ VM terminal in server room (Stage 5 placement)
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- ✅ Flag submission terminal (Stage 7 m03_terminal_dropsite.ink)
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- ✅ Mapped to 4 objectives: `scan_network`, `ftp_banner`, `http_analysis`, `distcc_exploit`
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- Integration: PASS
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3. **Multi-Encoding Puzzles Challenge:**
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- ✅ Defined in Stage 0 (ROT13, Hex, Base64, double-encoding)
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- ✅ CyberChef workstation (Stage 5 placement)
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- ✅ Decoding interface (Stage 7 m03_terminal_cyberchef.ink)
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- ✅ Mapped to objectives: `decode_whiteboard`, `decode_client_roster`, `lore_fragment_3`
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- Integration: PASS
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4. **Lockpicking Challenge:**
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- ✅ Defined in Stage 0 (4 locks: IT cabinet, executive office, safe, filing cabinet)
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- ✅ Locks placed in Stage 5 room designs
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- ✅ No dedicated Ink script (lockpicking is game mechanic, not dialogue)
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- ✅ Integrated with LORE fragment discovery
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- Integration: PASS
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5. **Guard Stealth Challenge:**
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- ✅ Defined in Stage 0 (avoid detection, patrol patterns)
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- ✅ Guard patrol routes specified in Stage 5
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- ✅ Guard NPC dialogue (Stage 7 m03_npc_guard.ink)
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- ✅ Bribe/SAFETYNET reveal/hostile paths implemented
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- ✅ Mapped to optional objective `perfect_stealth`
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- Integration: PASS
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**Hybrid Architecture Verification:**
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- ✅ **VM Component:** 4 VM challenges with flag submission (nmap, FTP, HTTP, distcc)
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- VM provides technical validation (player must run real commands)
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- Flags unlock narrative intel at drop-site terminal
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- Integration point: `#complete_task` tags in m03_terminal_dropsite.ink
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- ✅ **ERB Component:** 3 LORE fragments + encoding puzzles
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- LORE fragments embedded in game world (safe, filing cabinet, USB drive)
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- Encoding challenges use in-game CyberChef workstation
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- Integration point: CyberChef terminal provides decoded text to Ink dialogue
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- ✅ **Separation of Concerns:**
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- VM validates technical skills (can player run nmap?)
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- ERB provides narrative context (what does evidence mean?)
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- Both systems converge at M2 revelation (VM flag → narrative event)
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**Progressive Unlocking System:**
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- ✅ **Act 1 (Daytime):**
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- Reception + Conference Room accessible
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- Clone RFID card → unlocks Act 2
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- ✅ **Act 2 (Nighttime):**
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- RFID card → server room access
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- Lockpicking → executive office access
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- VM challenges → evidence discovery
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- distcc exploit → M2 revelation event trigger
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- ✅ **Act 3 (Confrontation):**
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- All evidence gathered → moral choices unlocked
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- Victoria/James confrontations → mission resolution
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**Verdict:** PASS - All game systems properly integrated with clear implementation paths
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#### Implementation Feasibility
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**Room Generation:**
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- ✅ All dimensions specified clearly (e.g., "8×6 GU (12m × 9m)")
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- ✅ Usable space calculated correctly (dimensions - 2 GU padding)
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- ✅ Container positions specified in GU coordinates
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- ✅ NPC spawn positions and patrol waypoints defined
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- **Assessment:** Implementable with room generation system
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**NPC Behavior:**
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- ✅ Guard patrol routes specified with waypoints and timings
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- ✅ NPC conditional spawning (time_of_day, mission_phase flags)
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- ✅ Line of sight parameters documented (150 pixels, 120° cone)
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- **Assessment:** Implementable with existing NPC AI systems
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**Minigames:**
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- ✅ RFID cloning: Proximity-based (2 GU), 10-second timer, progress bar
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- ✅ Lockpicking: Standard mechanic (no special requirements)
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- ✅ VM terminal: Command input system (nmap, netcat, etc.)
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- ✅ CyberChef: Decoding interface (ROT13, Hex, Base64 operations)
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- **Assessment:** All minigames have clear specifications for implementation
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**Event System:**
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- ✅ Event triggers documented (`#trigger_event:m2_revelation_call`)
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- ✅ Conditional conversations based on flags (distcc_exploit completed → revelation)
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- ✅ Variable-based branching (victoria_fate, james_fate)
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- **Assessment:** Event system requirements are standard and implementable
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**Concerns:**
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- ⚠️ **Economy Balance:** Guard bribe ($500) not validated against player economy
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- **Recommendation:** Verify player has access to $500 by nighttime infiltration
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- **Impact:** Non-blocking (players can choose stealth or SAFETYNET reveal instead)
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- ⚠️ **VM Network Realism:** 192.168.100.0/24 network must contain vulnerable services
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- **Requirement:** ProFTPD 1.3.5, Apache on .10, distcc on .20
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- **Assessment:** Standard CTF VM setup, implementable
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**Verdict:** PASS - All systems implementable with existing architecture
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---
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