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Add Mission 3 Asset Manifest (Stage 9 Prep - High Priority Recommendation)
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# Asset Manifest: Mission 3 - Ghost in the Machine
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**Mission ID:** m03_ghost_in_the_machine
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**Purpose:** Complete list of required visual, audio, and UI assets for implementation
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**Status:** Asset Planning (Pre-Stage 9)
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**Date Created:** 2025-12-27
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---
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## Overview
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This manifest documents all assets required to implement Mission 3. Assets are categorized by type and priority level.
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**Priority Levels:**
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- **CRITICAL:** Required for core gameplay, mission cannot function without these
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- **HIGH:** Required for full experience, substitutes acceptable temporarily
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- **MEDIUM:** Enhances experience, generic placeholders acceptable
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- **LOW:** Polish elements, can be added post-initial implementation
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---
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## 1. Character Portraits (NPC Dialogue)
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### Critical Priority
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**Victoria Sterling (Cipher)**
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- **Type:** Character portrait
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- **Expressions:** 5 variations
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- `victoria_neutral.png` - Default professional demeanor
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- `victoria_persuasive.png` - Sales pitch, confident smile
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- `victoria_defensive.png` - Confrontation, rationalization
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- `victoria_vulnerable.png` - Recruitment path, breaking point
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- `victoria_defiant.png` - Arrest path, ideological conviction
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- **Specifications:** 512×512px, transparent background, consistent lighting
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- **Usage:** Ink dialogue scripts (m03_npc_victoria.ink)
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- **Reference:** Stage 2 character description (professional, mid-30s, business attire)
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**Agent 0x99 (Haxolottle - Handler)**
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- **Type:** Character portrait
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- **Expressions:** 3 variations
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- `agent_0x99_professional.png` - Default handler demeanor
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- `agent_0x99_concerned.png` - M2 revelation, emotional investment
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- `agent_0x99_supportive.png` - Hint system, encouragement
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- **Specifications:** 512×512px, axolotl-themed design (quirky but professional)
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- **Usage:** Ink dialogue scripts (m03_phone_agent0x99.ink, m03_opening_briefing.ink, m03_closing_debrief.ink)
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- **Reference:** Established character from M1/M2 (if exists), or new design
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**James Park**
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- **Type:** Character portrait
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- **Expressions:** 3 variations
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- `james_neutral.png` - Default ethical hacker appearance
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- `james_guilty.png` - Diary discovery, internal conflict
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- `james_desperate.png` - Optional confrontation, fear of consequences
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- **Specifications:** 512×512px, professional casual attire, family man aesthetic
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- **Usage:** Ink dialogue scripts (m03_james_choice.ink)
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- **Reference:** Stage 2 description (early 30s, OSCP/CEH certified, family photos visible)
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### High Priority
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**Security Guard (Night Patrol)**
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- **Type:** Character portrait
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- **Expressions:** 2 variations
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- `guard_neutral.png` - Default patrol demeanor
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- `guard_suspicious.png` - Player detected, confrontation
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- **Specifications:** 512×512px, security uniform, working-class aesthetic
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- **Usage:** Ink dialogue scripts (m03_npc_guard.ink)
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- **Reference:** Stage 2 description (50s, procedural adherence, bribeable)
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**Receptionist**
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- **Type:** Character portrait
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- **Expressions:** 1 variation
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- `receptionist_friendly.png` - Helpful professional demeanor
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- **Specifications:** 512×512px, business professional attire
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- **Usage:** Ink dialogue scripts (m03_npc_receptionist.ink)
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- **Reference:** Stage 2 description (friendly, helpful, front desk professional)
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---
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## 2. Room Backgrounds/Tiles
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### Critical Priority
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**Reception Lobby** (`reception_lobby`)
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- **Type:** Room background
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- **Dimensions:** 8×6 GU (usable 6×4 GU with 1 GU padding)
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- **Assets Required:**
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- Background image: Modern office reception
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- Props: Reception desk, WhiteHat Security logo, certification display case
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- Interactive: Company founding plaque (2010)
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- **Lighting:** Daytime: bright professional; Nighttime: single desk lamp
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- **Reference:** Stage 5 room_design.md lines 40-99
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**Conference Room** (`conference_room_01`)
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- **Type:** Room background
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- **Dimensions:** 10×8 GU (usable 8×6 GU)
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- **Assets Required:**
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- Background image: Professional conference room
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- Props: Large conference table (seats 8), whiteboard, projector screen, windows
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- **Lighting:** Daytime: bright natural light
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- **Reference:** Stage 5 room_design.md lines 102-151
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**Main Hallway** (`main_hallway`)
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- **Type:** Room background
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- **Dimensions:** 12×4 GU (usable 10×2 GU)
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- **Assets Required:**
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- Background image: Corporate hallway corridor
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- Props: Office doors, corporate carpeting, recessed lighting
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- **Lighting:** Daytime: bright; Nighttime: emergency lighting
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- **Reference:** Stage 5 room_design.md lines 154-195
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**Server Room** (`server_room`) - **INVESTIGATION HUB**
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- **Type:** Room background
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- **Dimensions:** 10×10 GU (usable 8×8 GU)
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- **Assets Required:**
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- Background image: Technical server room
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- Props: Server racks (blinking LEDs - green/amber), 3 workstation areas, filing cabinet, wall-mounted safe, whiteboard with ROT13 message
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- Interactive: VM terminal, CyberChef workstation, drop-site terminal
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- **Lighting:** Blue/green tech aesthetic with shadows (nighttime only)
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- **Reference:** Stage 5 room_design.md lines 198-309
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**Executive Wing Hallway** (`executive_wing_hallway`)
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- **Type:** Room background
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- **Dimensions:** 8×4 GU (usable 6×2 GU)
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- **Assets Required:**
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- Background image: Upscale hallway
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- Props: Wood paneling, framed achievements, premium carpet
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- **Reference:** Stage 5 room_design.md lines 312-341
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**Executive Office** (`executive_office`) - Victoria's Workspace
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- **Type:** Room background
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- **Dimensions:** 10×8 GU (usable 8×6 GU)
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- **Assets Required:**
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- Background image: Executive office
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- Props: Expensive desk, leather chair, floor-to-ceiling windows, corporate art, filing cabinet, wall safe (behind painting), executive computer
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- **Lighting:** Nighttime only (Victoria absent)
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- **Reference:** Stage 5 room_design.md lines 344-422
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**James's Office** (`james_office`)
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- **Type:** Room background
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- **Dimensions:** 8×6 GU (usable 6×4 GU)
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- **Assets Required:**
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- Background image: Modest consultant office
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- Props: Desk with dual monitors, OSCP/CEH certifications framed, family photos (prominent), neat workspace
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- **Lighting:** Nighttime only (James absent)
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- **Reference:** Stage 5 room_design.md lines 426-487
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---
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## 3. Interactive Object Sprites
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### Critical Priority
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**RFID Cloner Device**
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- **Type:** Item sprite + UI overlay
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- **Sprite:** Handheld device icon (inventory display)
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- **UI Overlay:** Proximity progress bar (10-second timer visualization)
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- **Usage:** Conference room minigame (Victoria RFID cloning)
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- **Reference:** Stage 0 challenge specification
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**VM Terminal Interface**
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- **Type:** UI screen overlay
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- **Components:**
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- Terminal window with command input
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- nmap output display
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- netcat banner display
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- Metasploit console (distcc exploit)
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- **Usage:** Server room VM challenges
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- **Reference:** Stage 7 m03_terminal_dropsite.ink
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**CyberChef Workstation Interface**
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- **Type:** UI screen overlay
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- **Components:**
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- Encoding/decoding operation selector (ROT13, Hex, Base64)
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- Input text area
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- Output text area
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- "Decode" button
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- **Usage:** Server room encoding challenges
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- **Reference:** Stage 7 m03_terminal_cyberchef.ink
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### High Priority
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**Lockpick Minigame UI**
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- **Type:** UI overlay (if custom for this mission)
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- **Usage:** Executive office door, filing cabinets
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- **Note:** May use existing game system
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**Safe PIN Entry Interface**
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- **Type:** UI overlay
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- **Components:** 4-digit PIN entry, keypad visual
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- **Usage:** Server room safe (PIN: 2010)
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**Whiteboard with ROT13 Message**
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- **Type:** Interactive sprite
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- **Content:** "ZRRG JVGU GUR NEPUVGRPG - CEVBEVGVMR VASENFGEHPGHER RKCYBVGF"
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- **Usage:** Server room examination
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**Computer Login Screen**
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- **Type:** UI overlay
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- **Usage:** Victoria's executive computer access
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**Operational Logs Document**
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- **Type:** Text document UI
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- **Content:** ProFTPD exploit sale details ($12,500 to GHOST)
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- **Usage:** M2 revelation trigger
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- **Spawn:** Event-triggered after distcc_exploit
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---
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## 4. LORE Fragment Documents
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### Medium Priority
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**LORE Fragment 1: "Zero Day: A Brief History"**
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- **Type:** Text document UI (readable in-game)
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- **Length:** ~178 words
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- **Content:** Victoria's founding philosophy, "monetize entropy" ideology
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- **Location:** Executive office filing cabinet
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- **Reference:** Stage 6 lore_fragments.md lines 15-100
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**LORE Fragment 2: "Q3 2024 Exploit Catalog"**
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- **Type:** Text document UI
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- **Length:** ~195 words
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- **Content:** PRIMARY EVIDENCE - $12,500 hospital exploit listing
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- **Location:** Server room safe (PIN 2010)
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- **Reference:** Stage 6 lore_fragments.md lines 103-211
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**LORE Fragment 3: "The Architect's Directive"**
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- **Type:** Text document UI (double-encoded)
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- **Length:** ~189 words
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- **Content:** PRIMARY EVIDENCE - Phase 2 attack plans
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- **Location:** Executive office desk (hidden USB drive)
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- **Encoding:** Base64 → ROT13 (two-layer decoding)
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- **Reference:** Stage 6 lore_fragments.md lines 214-368
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---
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## 5. UI Elements
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### Critical Priority
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**Objectives Tracker**
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- **Type:** UI widget (persistent)
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- **Data Source:** objectives.json
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- **Displays:** Current aim, active tasks, completion status
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- **Updates:** Real-time when tasks completed
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**Dialogue Box (Ink Integration)**
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- **Type:** UI overlay
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- **Components:**
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- Speaker name display
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- Character portrait (left side)
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- Dialogue text area
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- Choice buttons (hub pattern support)
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- **Tags Support:** #speaker, #display, #complete_task, #unlock_task
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### High Priority
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**Flag Submission Interface**
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- **Type:** Terminal UI overlay
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- **Components:**
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- Flag input field
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- Submit button
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- Verification feedback (✓/✗)
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- Narrative intel reveal (post-submission)
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- **Usage:** Drop-site terminal (4 VM flags)
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**Minimap/Room Navigation**
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- **Type:** UI widget
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- **Displays:** 7-room layout, current position, locked/unlocked status
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- **Accessibility:** Helps players navigate hub-and-spoke layout
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### Medium Priority
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**Stealth Detection Indicator**
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- **Type:** UI alert
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- **Components:**
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- Guard proximity warning
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- Line-of-sight cone visualization (optional)
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- Detection meter
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- **Usage:** Night security guard patrol
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**Trust Level Indicator** (Optional)
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- **Type:** UI widget
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- **Variable:** `victoria_trust` (0-100)
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- **Unlocks:** Alternative paths at trust >= 40
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- **Display:** May be hidden/implicit
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---
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## 6. Sound Effects (SFX)
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### High Priority
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**Environment**
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- `server_room_hvac_loop.ogg` - HVAC hum ambiance (server room)
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- `office_ambiance_day.ogg` - Office background (daytime)
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- `office_ambiance_night.ogg` - Quiet nighttime ambiance
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- `footsteps_guard_patrol.ogg` - Guard walking SFX
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**Interactions**
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- `lockpick_success.ogg` - Lockpicking completion
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- `computer_login.ogg` - Successful computer access
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- `flag_submission_success.ogg` - VM flag accepted (✓)
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- `flag_submission_failure.ogg` - VM flag rejected (✗)
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- `safe_unlock.ogg` - PIN safe opening
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- `rfid_clone_progress.ogg` - RFID cloner active (10-second loop)
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- `rfid_clone_complete.ogg` - RFID cloning success
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**Dialogue**
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- `dialogue_advance.ogg` - Text advance click
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- `choice_select.ogg` - Dialogue choice selection
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### Medium Priority
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**Narrative Events**
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- `phone_ring.ogg` - Agent 0x99 event call trigger
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- `m2_revelation_sting.ogg` - Emotional music cue (hospital attack reveal)
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- `evidence_discovery.ogg` - Important document found
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**UI Feedback**
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- `objective_complete.ogg` - Task completion sound
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- `objective_unlock.ogg` - New task unlocked
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---
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## 7. Music/Ambiance Tracks
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### Medium Priority
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**Act 1 Theme** - "Undercover"
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- **Type:** Background music
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- **Mood:** Professional, slightly tense, corporate espionage
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- **Usage:** Daytime Victoria meeting, RFID cloning
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- **Duration:** 2-3 minute loop
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**Act 2 Theme** - "Investigation"
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- **Type:** Background music
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- **Mood:** Tense investigation, suspenseful
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- **Usage:** Nighttime infiltration, server room work
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- **Duration:** 4-5 minute loop
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**Act 3 Theme** - "Confrontation"
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- **Type:** Background music
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- **Mood:** Dramatic, morally complex
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- **Usage:** Victoria confrontation, James choice, debrief
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- **Duration:** 3-4 minute loop
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**M2 Revelation Cue**
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- **Type:** Music sting (non-looping)
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- **Mood:** Emotional impact, gravity of hospital deaths
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- **Usage:** distcc flag submission → Agent 0x99 revelation call
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- **Duration:** 15-30 seconds
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### Low Priority
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**Debrief Theme** - "Reflection"
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- **Type:** Background music
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- **Mood:** Reflective, consequences acknowledged
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- **Usage:** Closing debrief with Agent 0x99
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- **Duration:** 2-3 minute loop
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---
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## 8. Animation Assets (If Applicable)
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### Low Priority
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**Guard Patrol Animation**
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- **Type:** Sprite animation
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- **Frames:** Walking cycle (4-8 frames)
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- **Usage:** Night security guard movement
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**RFID Clone Progress Bar**
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- **Type:** UI animation
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- **Behavior:** Fill animation (0% → 100% over 10 seconds)
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**Server LED Blink**
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- **Type:** Environmental animation
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- **Behavior:** Random blinking green/amber LEDs on server racks
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---
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## Implementation Notes
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### Asset Pipeline
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1. **Critical assets** should be prioritized for Stage 9 initial implementation
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2. **High priority** assets should be completed before playtesting
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3. **Medium/Low priority** assets can use placeholders initially
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### Placeholder Strategy
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- **Character portraits:** Use colored shapes with text labels (e.g., "Victoria - Cipher")
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- **Room backgrounds:** Use simple colored backgrounds matching descriptions
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- **SFX:** Use royalty-free library sounds temporarily
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- **Music:** Silence or simple ambiance acceptable for initial build
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### File Naming Convention
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- Use lowercase with underscores: `character_expression.png`
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- Prefix by category: `sfx_`, `music_`, `ui_`, `room_`, `char_`
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- Include mission ID where relevant: `m03_victoria_neutral.png`
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### Estimated Asset Count
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- **Character Portraits:** 14 files (5 Victoria + 3 Agent 0x99 + 3 James + 2 Guard + 1 Receptionist)
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- **Room Backgrounds:** 7 files
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- **Interactive Objects:** ~15 UI overlays/sprites
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- **LORE Documents:** 3 text UIs
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- **UI Elements:** ~8 widgets
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- **Sound Effects:** ~15-20 files
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- **Music Tracks:** 4-5 files
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- **Total:** ~60-70 asset files
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---
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**Manifest Status:** DRAFT - Ready for art team review
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**Next Step:** Coordinate with art team for asset creation schedule
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**Integration:** Assets will be referenced in Stage 9 scenario assembly
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---
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**Created:** 2025-12-27
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**For:** Mission 3 - Ghost in the Machine
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**Stage 9 Preparation**
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Reference in New Issue
Block a user