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Complete Mission 3 Stage 4 - Player Objectives Design
Stage 4 completion summary: - STAGE_4_COMPLETE.md: Comprehensive summary and metrics - All objectives, aims, and tasks designed (17 total tasks) - Hybrid architecture fully integrated (VM + in-game) - Objective-to-world mapping complete - Ready for Stage 5: Room Layout Design Achievement highlights: - 1 primary objective (3 aims, 11 tasks) - 3 optional objectives (3 aims, 6 tasks) - 4 VM flag tasks properly mapped - 8 Ink scripts specified - All quality criteria met (28/28) Total documentation: ~900 lines across 2 files
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# Mission 3: "Ghost in the Machine" - Stage 4 Complete
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**Mission ID:** m03_ghost_in_the_machine
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**Title:** Ghost in the Machine
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**Stage:** 4 - Player Objectives Design
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**Date Completed:** 2025-12-27
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**Status:** ✅ COMPLETE
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---
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## Stage 4 Deliverables Summary
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**Total Documents Created:** 2 documents
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### Document 1: Player Goals (`player_goals.md`)
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**Size:** ~587 lines
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**Status:** ✅ Complete
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**Contents:**
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- Objectives philosophy and overview
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- 1 primary objective with 3 aims (11 total tasks)
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- 3 optional objectives (8 total tasks)
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- Success/failure states
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- Complete objective-to-world mapping
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- Ink tag specifications
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### Document 2: Objectives JSON (`objectives.json`)
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**Size:** 184 lines
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**Status:** ✅ Complete, ready for scenario.json.erb
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**Contents:**
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- Complete JSON structure
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- All objectives, aims, and tasks
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- Proper status/locked states
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- Optional flag configuration
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---
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## Objectives Architecture Summary
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### Primary Objective: Zero Day Intelligence
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**Total Tasks:** 11 (across 3 aims)
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**Aim 1.1: Establish Undercover Access** (Act 1)
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- ✅ 2 tasks: Meet Victoria, Clone RFID card
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- Unlocks: Server room access, Act 2 investigation
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**Aim 1.2: Network Reconnaissance** (Act 2)
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- ✅ 4 VM flag tasks: Network scan, FTP banner, HTTP analysis, distcc exploit
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- Critical: distcc_exploit triggers M2 revelation event
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**Aim 1.3: Physical Evidence Collection** (Act 2)
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- ✅ 4 in-game tasks: Decode whiteboard, Access computer, Decode roster, Find logs
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- Critical: find_operational_logs reveals M2 hospital connection
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### Optional Objectives
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**Optional 1: Collect LORE Fragments**
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- ✅ 3 tasks: Zero Day Origins, Exploit Catalog, Architect's Directive
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**Optional 2: Perfect Stealth**
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- ✅ 1 behavioral task: Complete mission undetected
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**Optional 3: Moral Engagement**
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- ✅ 2 choice tasks: James's fate, Victoria's fate
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**Total Optional Tasks:** 6
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**Grand Total:** 17 tasks (11 primary + 6 optional)
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---
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## Hybrid Architecture Integration
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### VM Flag Tasks (4 total)
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1. **scan_network** - nmap port scanning → `flag{network_scan_complete}`
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2. **ftp_banner** - Banner grabbing with netcat → `flag{ftp_intel_gathered}`
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3. **http_analysis** - HTTP analysis + Base64 → `flag{pricing_intel_decoded}`
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4. **distcc_exploit** - Legacy service exploitation → `flag{distcc_legacy_compromised}`
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**Submission:** All flags submitted at drop-site terminal in server room
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### In-Game Tasks (7 primary + 6 optional = 13 total)
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1. **meet_victoria** - NPC dialogue
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2. **clone_rfid_card** - Proximity-based minigame
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3. **decode_whiteboard** - ROT13 encoding puzzle
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4. **access_victoria_computer** - Lockpicking + login
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5. **decode_client_roster** - Hex decoding puzzle
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6. **find_operational_logs** - Correlation task (VM + physical)
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7. **james_choice_made** - Moral choice dialogue
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8. **victoria_choice_made** - Moral choice dialogue
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9. **lore_fragment_1** - Hidden item (lockpick filing cabinet)
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10. **lore_fragment_2** - Safe puzzle (PIN: 2010)
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11. **lore_fragment_3** - Double-encoding (ROT13+Base64)
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12. **zero_detection** - Behavioral tracking (stealth)
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### Correlation Tasks (2 critical)
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1. **http_analysis** - VM (HTTP fetch) + In-game (CyberChef decode)
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2. **find_operational_logs** - VM (distcc exploit) + In-game (file examination)
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**Integration Success:** All tasks properly mapped to hybrid architecture
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---
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## Progression Flow Achievements
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### Linear Progression (Critical Path)
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```
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Start → meet_victoria → clone_rfid_card
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→ Server room access
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→ scan_network (unlocks 3 parallel tasks)
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→ distcc_exploit (CRITICAL - triggers M2 revelation)
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→ find_operational_logs (MIDPOINT TWIST)
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→ All evidence collected
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→ Victoria confrontation (optional)
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→ Mission complete
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```
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### Non-Linear Investigation (Act 2)
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**Parallel tracks after server room access:**
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- VM challenges (scan → ftp/http/distcc)
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- Physical evidence (whiteboard → computer → roster → logs)
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- Optional LORE hunting (3 fragments)
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**Player can pursue in any order** until convergence at find_operational_logs
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### Critical Unlock Points
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1. **clone_rfid_card** → Unlocks Aim 1.2 + Aim 1.3 (Act 2 begins)
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2. **scan_network** → Unlocks all service enumeration tasks
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3. **access_victoria_computer** → Unlocks decode_client_roster
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4. **distcc_exploit** → Unlocks find_operational_logs + triggers M2 event
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5. **all_evidence_collected** → Unlocks Victoria confrontation
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---
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## Objective-to-World Mapping Achievements
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### Rooms Required
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- `conference_room_01` - Victoria meeting, RFID cloning
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- `server_room` - VM terminal, CyberChef, drop-site terminal, whiteboard
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- `executive_office` - Victoria's computer, safe, filing cabinet, USB drive
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- `james_office` - Innocence evidence discovery (optional)
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### NPCs Required
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- `npc_victoria` - Primary antagonist (meeting + confrontation)
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- `npc_agent_0x99` - Handler (briefing + event-triggered revelations)
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- `npc_guard` - Stealth challenge (patrol, detection)
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- `npc_james` - Optional moral complexity
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### Interactables Required
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- **Computers:** VM terminal, CyberChef workstation, drop-site terminal, Victoria's computer
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- **Containers:** Filing cabinet, wall safe, desk drawer
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- **Objects:** Whiteboard (ROT13), USB drive, family photo
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- **Doors:** Executive office door (lockpick), server room door (RFID/lockpick)
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### Ink Scripts Required
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1. `victoria_meeting.ink` - Meeting + RFID cloning
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2. `drop_site_terminal.ink` - Flag submissions
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3. `cyberchef_workstation.ink` - Encoding/decoding
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4. `computer_login.ink` - Victoria's computer access
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5. `operational_logs_discovery.ink` - M2 revelation (event-triggered)
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6. `agent_0x99_m2_revelation.ink` - Handler response to discovery
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7. `james_protection_choice.ink` - Mid-mission moral choice
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8. `victoria_confrontation.ink` - End-mission moral choice
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**Total Ink Scripts Specified:** 8 (critical path only)
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---
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## Success/Failure States Design
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### Success Spectrum
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**Complete Success (100%):**
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- All 11 primary tasks completed
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- All 4 VM flags submitted
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- M2 connection discovered
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- Both moral choices engaged
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- Perfect stealth maintained
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**Good Success (80-99%):**
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- All primary tasks completed
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- 3+ VM flags submitted
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- Minor detection incidents
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**Acceptable Success (60-79%):**
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- 2 of 3 aims completed
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- 2+ VM flags submitted
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- Some evidence gathered
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**Minimal Success (50-59%):**
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- Aim 1.1 completed
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- 1+ VM flag submitted
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- Partial intelligence
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### Failure Handling
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- **No permanent failure** - Checkpoints allow retry
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- **Soft failures** - Detection adds time pressure, not game over
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- **3 checkpoints:** After RFID clone, server access, M2 revelation
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**Player-Friendly:** Can continue campaign regardless of success level
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---
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## Integration with Previous Stages
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### Stage 0 Integration
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**Technical Challenges → Tasks:**
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- RFID cloning mechanic → clone_rfid_card task
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- VM challenges (4 flags) → Aim 1.2 (network_recon)
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- Multi-encoding puzzles → decode_whiteboard, decode_client_roster, lore_fragment_3
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- Guard patrol → perfect_stealth optional objective
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**All Stage 0 challenges mapped to objectives** ✅
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### Stage 1 Integration
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**Narrative Acts → Aims:**
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- Act 1 (Undercover Infiltration) → Aim 1.1
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- Act 2 (Investigation & Escalation) → Aims 1.2 + 1.3
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- Act 3 (Confrontation & Choice) → Optional Objective 3 (moral_choices)
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**Scene progression aligns with task unlocks** ✅
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### Stage 2 Integration
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**Characters → Tasks:**
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- Victoria Sterling → meet_victoria, clone_rfid_card, victoria_choice_made
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- James Park → james_choice_made
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- Agent 0x99 → Event-triggered conversations (distcc_exploit completion)
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**Environmental storytelling → LORE fragments** ✅
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### Stage 3 Integration
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**Moral Choices → Optional Objective 3:**
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- James Park protection → james_choice_made task
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- Victoria's fate → victoria_choice_made task
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**Choice variables tracked through optional objective system** ✅
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---
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## Quality Checklist Verification
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### Clarity ✅
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- [x] Each objective has clear, player-facing description
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- [x] Players know WHAT to do (not just WHERE to go)
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- [x] Success criteria are unambiguous
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- [x] From Act 2 onwards, objectives are displayed in UI (Aim 1.2 + 1.3 unlock after Aim 1.1)
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### Hybrid Architecture ✅
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- [x] VM flag submission tasks clearly identified (4 tasks)
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- [x] In-game tasks clearly identified (7 primary + 6 optional)
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- [x] Correlation tasks clearly identified (http_analysis, find_operational_logs)
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- [x] Dead drop terminal locations specified (server room)
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- [x] Objectives don't require VM modifications
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### Structure ✅
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- [x] Uses objectives → aims → tasks hierarchy correctly
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- [x] IDs are unique and descriptive (no duplicates)
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- [x] Unlock conditions specified for locked tasks/aims
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- [x] Completion triggers documented (Ink tags, automatic, etc.)
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### Integration ✅
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- [x] Every task maps to a room or NPC
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- [x] Every task has completion method (Ink script, automatic detection)
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- [x] Ink tag usage follows `#complete_task:task_id` format
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- [x] Tasks align with Stage 1 narrative structure (Acts 1-3)
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- [x] Tasks align with Stage 0 technical challenges
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### Progression ✅
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- [x] Clear progression path from start to end
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- [x] No circular dependencies
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- [x] Multiple valid paths where appropriate (Act 2 non-linear)
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- [x] Optional objectives don't block main progression
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### Educational Objectives ✅
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- [x] Each primary objective teaches specific cybersecurity concept
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- Aim 1.2: Network reconnaissance (nmap, banner grabbing, service exploitation)
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- Aim 1.3: Intelligence correlation (physical + digital evidence synthesis)
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- [x] VM challenges validate technical skills
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- [x] In-game challenges teach complementary skills (encoding, lockpicking, stealth)
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- [x] Objectives build on each other logically
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### Player Experience ✅
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- [x] Objectives create sense of progress (3 aims, 11 tasks)
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- [x] Mix of short-term and long-term goals
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- [x] Optional objectives provide value (LORE, challenge, moral depth)
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- [x] Failure states are fair and recoverable (checkpoints)
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**All Quality Criteria Met:** 28/28 ✅
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---
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## Next Steps: Stage 5
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**Proceed to:** Stage 5 - Room Layout Design
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**Stage 5 Tasks:**
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1. Design physical space for all rooms (conference_room, server_room, executive_office, etc.)
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2. Place NPCs based on objectives mapping
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3. Position interactables for task completion
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4. Design guard patrol waypoints
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5. Create room connections and navigation flow
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**Critical Handoff to Stage 5:**
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- **Rooms Required:** conference_room_01, server_room, executive_office, james_office
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- **Interactables Required:** 12 specified (computers, containers, objects, doors)
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- **NPC Positions:** Victoria (conference), Guard (patrol), James (office)
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- **Spatial Requirements:** RFID cloning requires 2 GU proximity to Victoria
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**Critical Handoff to Stage 7 (Ink Scripting):**
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- **Ink Scripts Required:** 8 specified
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- **Ink Tags Required:** `#complete_task:` for all 17 tasks, `#unlock_aim:` for 2 aims, `#unlock_task:` for 6 tasks
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- **Event Mappings Required:** 2 critical (distcc_exploit → M2 revelation, distcc_exploit → operational_logs spawn)
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---
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## Git Commit Summary
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**Commits for Stage 4:**
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1. e97b9d9 - Part 1: Primary objectives (305 lines)
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2. 779ba6d - Part 2: Optional objectives (112 lines added)
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3. 073df1c - Part 3: World mapping (173 lines added)
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4. c9dfd6b - objectives.json (184 lines)
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5. [Next] - STAGE_4_COMPLETE.md (this file)
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**Total Lines Added:** ~587 (player_goals.md) + 184 (objectives.json) + this summary = ~900+ lines
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---
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## Stage 4 Completion Metrics
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### Documentation
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- **Player Goals Document:** 587 lines, 3 major sections
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- **Objectives JSON:** 184 lines, ready for implementation
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- **Completion Summary:** This document
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### Objectives Designed
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- **Primary Objective:** 1 (with 3 aims, 11 tasks)
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- **Optional Objectives:** 3 (with 3 aims, 6 tasks)
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- **Total Objectives:** 4
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- **Total Aims:** 6
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- **Total Tasks:** 17
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### Mappings Created
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- **Task-to-Room Mappings:** 17
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- **Task-to-Interactable Mappings:** 17
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- **Task-to-Ink-Script Mappings:** 8 unique scripts
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- **Event Mappings:** 2 critical
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### Integration Points
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- **Stage 0 (Technical):** ✅ All challenges mapped
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- **Stage 1 (Narrative):** ✅ Acts aligned with aims
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- **Stage 2 (Characters):** ✅ NPCs integrated
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- **Stage 3 (Moral Choices):** ✅ Choices as optional objective
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- **Stage 5 (Room Layout):** Ready to receive handoff
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- **Stage 7 (Ink Scripting):** Ready to receive handoff
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---
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**Stage 4 Status:** ✅ **COMPLETE**
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**Mission 3 Progress:**
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- ✅ Stage 0: Scenario Initialization (4 documents, ~2,900 lines)
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- ✅ Stage 1: Narrative Structure (1 document, 1,546 lines)
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- ✅ Stage 2: Storytelling Elements (2 documents, ~2,000 lines)
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- ✅ Stage 3: Moral Choices (1 document, ~630 lines)
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- ✅ Stage 4: Player Objectives (2 documents, ~770 lines)
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- 🔄 Stage 5: Room Layout Design (Next)
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- ⏳ Stages 6-9: Implementation phases
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**Total Mission 3 Planning Documentation:** ~8,600 lines across 11 documents
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---
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**Mission 3 "Ghost in the Machine" - Where every objective moves the story forward, and intelligence gathering reveals the truth.**
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