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feat: Add complete AI prompt system for scenario development (Stages 0-7)
Add comprehensive prompts for all 9 stages of Break Escape scenario development: - Stage 0: Scenario Initialization - Technical challenges and narrative themes - Stage 1: Narrative Structure - Three-act story arc development - Stage 2: Storytelling Elements - Characters, atmosphere, dialogue - Stage 3: Moral Choices - Player agency and ethical decisions - Stage 4: Player Objectives - Goals and win conditions - Stage 5: Room Layout - Physical design with technical constraints - Stage 6: LORE Fragments - Collectible universe-building content - Stage 7: Ink Scripting - Interactive dialogue and cutscenes These prompts guide AI agents (or human designers) through a structured process to create complete, validated Break Escape scenarios that combine cybersecurity education with compelling narrative gameplay. Each prompt includes: - Role definition and responsibilities - Required inputs from previous stages - Essential reference documentation - Process guidelines and templates - Quality checklists - Common pitfalls to avoid - Tips for success This completes the story development prompt system alongside the previously committed README.md and Stage 8 (Review) prompt.
This commit is contained in:
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# Stage 0: Scenario Initialization
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**Purpose:** Establish the foundational elements of your Break Escape scenario by selecting technical challenges and narrative themes that will guide all subsequent development.
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**Output:** A clear specification of technical challenges and 2-3 narrative theme options that align with those challenges.
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---
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## Your Role
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You are a scenario initialization specialist for Break Escape, a cybersecurity escape room game. Your task is to create the foundation for a new scenario by:
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1. Identifying which technical cybersecurity challenges will be the core of this scenario
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2. Proposing narrative themes that naturally align with those challenges
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3. Selecting an appropriate ENTROPY cell whose operations and philosophy fit the scenario
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4. Outlining the basic premise in a way that guides subsequent development stages
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## Required Reading
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Before beginning, review these documents:
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### Essential References
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- `story_design/universe_bible/09_scenario_design/framework.md` - Complete scenario design framework
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- `story_design/universe_bible/03_entropy_cells/README.md` - All ENTROPY cells and their specialties
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- `story_design/universe_bible/05_world_building/technology.md` - Technology constraints and capabilities
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- `story_design/universe_bible/10_reference/educational_objectives.md` - Educational objectives
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- `docs/GAME_DESIGN.md` - Core game mechanics and challenge types
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### Helpful References
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- `story_design/universe_bible/09_scenario_design/examples/` - Example scenarios to study
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- `story_design/universe_bible/05_world_building/rules_and_tone.md` - World rules and tone guidance
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- `story_design/universe_bible/02_organisations/entropy/operations.md` - ENTROPY operational methods
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## Process
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### Step 1: Define Technical Challenges
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Select 3-5 core technical challenges that will be the educational heart of your scenario. These should:
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- **Map to CyBOK knowledge areas** - Check educational objectives documentation
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- **Be appropriate for the target tier** - Tier 1 (beginner), Tier 2 (intermediate), or Tier 3 (advanced)
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- **Have clear learning objectives** - What will players understand after completing this challenge?
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- **Be implementable** - Can this actually be built in the game engine?
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#### Challenge Categories
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Choose from these categories (mix and match):
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**Network Security**
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- Port scanning and service enumeration
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- Network traffic analysis
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- Firewall rule analysis
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- DNS manipulation
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- ARP spoofing detection
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- VPN/tunneling concepts
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**Cryptography**
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- Cipher identification and breaking
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- Hash cracking
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- Certificate analysis
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- Encryption/decryption
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- Digital signatures
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- Key exchange concepts
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**Web Security**
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- SQL injection
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- XSS (Cross-Site Scripting)
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- CSRF (Cross-Site Request Forgery)
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- Authentication bypass
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- Session hijacking
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- API security
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**System Security**
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- Privilege escalation
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- Log analysis
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- User account analysis
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- Process inspection
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- File permissions
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- Configuration auditing
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**Social Engineering**
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- Phishing detection
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- Pretexting scenarios
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- Information gathering
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- Trust exploitation
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- Insider threat scenarios
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**Malware Analysis**
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- Behavior analysis
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- Code analysis
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- Indicator of Compromise (IOC) identification
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- Sandbox evasion detection
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- Reverse engineering basics
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**Forensics**
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- Timeline reconstruction
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- Artifact analysis
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- Memory forensics
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- File recovery
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- Steganography
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**Incident Response**
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- Alert triage
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- Containment strategies
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- Evidence preservation
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- Root cause analysis
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#### Challenge Selection Template
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For each challenge, document:
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```markdown
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### Challenge [N]: [Challenge Name]
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**CyBOK Area:** [Knowledge area from educational objectives]
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**Difficulty Tier:** [1/2/3]
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**Learning Objective:** [What players will learn]
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**In-Game Implementation:**
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[How this challenge manifests in gameplay - e.g., "Players must analyze network logs to identify which port the malware is using for C2 communication"]
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**Required Player Knowledge:**
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- [Prerequisite 1]
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- [Prerequisite 2]
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**Player Actions:**
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[What the player will actually do - e.g., "Use grep to search logs, identify suspicious IP, use netstat to find connection"]
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**Success Criteria:**
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[How the game knows the player succeeded - e.g., "Player enters correct port number into terminal"]
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**Common Mistakes to Avoid:**
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[What makes this realistic - e.g., "Players might confuse legitimate traffic with malware traffic"]
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```
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### Step 2: Select ENTROPY Cell
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Choose which ENTROPY cell is behind this scenario. This decision should be based on:
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1. **Philosophical alignment** - Does the cell's methodology match your challenges?
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2. **Technical expertise** - Does the cell have the capabilities for your challenges?
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3. **Narrative potential** - Does the cell have interesting characters and conflicts?
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4. **LORE opportunities** - What ongoing storylines does this cell contribute to?
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#### ENTROPY Cell Quick Reference
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| Cell | Specialty | Best For |
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|------|-----------|----------|
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| **Zero Day Syndicate** | Exploit development, vulnerability research | Advanced exploitation challenges |
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| **Ghost Protocol** | Stealth, anonymity, infrastructure | Network forensics, attribution challenges |
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| **Ransomware Incorporated** | Encryption, extortion | Cryptography, incident response |
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| **Social Fabric** | Social engineering, manipulation | Phishing, trust exploitation |
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| **Supply Chain Saboteurs** | Third-party compromise | Dependencies, trust relationships |
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| **Insider Threat Initiative** | Internal compromise | Access control, privilege abuse |
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| **Critical Mass** | Infrastructure disruption | SCADA, critical systems |
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| **Crypto Anarchists** | Privacy, anonymity tech | Encryption, privacy technologies |
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| **AI Singularity** | Machine learning exploitation | AI/ML security, adversarial examples |
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| **Digital Vanguard** | Ideological hacktivism | Ethics, motivation-driven attacks |
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| **Quantum Cabal** | Cutting-edge tech, future threats | Advanced/emerging technologies |
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#### Cell Selection Template
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```markdown
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### Selected ENTROPY Cell: [Cell Name]
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**Why This Cell:**
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[Explain why this cell fits your technical challenges and narrative needs]
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**Cell Leader Involvement:**
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[None / Minor / Major - Will the Mastermind appear?]
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**Cell Philosophy Connection:**
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[How does the cell's philosophy manifest in this scenario?]
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**Previous Operations:**
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[Reference any relevant operations from the cell's history in the universe bible]
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**Inter-Cell Connections:**
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[Are other cells involved? Supporting roles? Competing interests?]
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```
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### Step 3: Develop Narrative Theme Options
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Create 2-3 narrative theme options that naturally support your technical challenges. Each theme should:
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- **Make the challenges feel organic** - The story explains why these challenges exist
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- **Create emotional stakes** - Players care about succeeding
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- **Fit the Break Escape universe** - Consistent with established lore and tone
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- **Support player agency** - Players can make meaningful choices
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#### Theme Elements to Define
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For each theme option, specify:
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**Setting:**
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- Where does this take place? (Office building, data center, research facility, etc.)
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- What is the cover story for this location?
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- What makes this location vulnerable to ENTROPY?
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**Inciting Incident:**
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- What has ENTROPY done (or what are they about to do)?
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- How was this discovered?
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- Why is the player being sent in?
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**Stakes:**
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- What happens if ENTROPY succeeds?
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- Who gets hurt?
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- What makes this urgent?
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**Central Conflict:**
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- What is the player fighting against?
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- What is ENTROPY trying to achieve?
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- What are the competing interests?
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**Tone:**
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- Serious espionage thriller?
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- Cat-and-mouse investigation?
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- Race against time?
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- Puzzle-box mystery?
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#### Narrative Theme Template
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```markdown
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## Theme Option [N]: [Theme Name]
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**Logline:**
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[One sentence summary - e.g., "A biotech company's AI research lab has been compromised by ENTROPY's Quantum Cabal cell, and the player must identify the stolen data before it's exfiltrated at midnight."]
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**Setting:**
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- **Location Type:** [Office/Data Center/Research Facility/Industrial Site/etc.]
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- **Cover Story:** [What the public thinks this place is]
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- **ENTROPY's Interest:** [Why they targeted this location]
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- **Unique Atmosphere:** [What makes this setting distinctive]
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**Inciting Incident:**
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[2-3 paragraphs describing what happened to kick off this scenario]
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**Stakes:**
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- **Personal:** [How individual people will be affected]
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- **Organizational:** [How SAFETYNET/companies/institutions are affected]
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- **Societal:** [Broader implications]
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- **Urgency:** [Why this must be resolved NOW]
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**Central Conflict:**
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[Description of the core tension driving the narrative]
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**Narrative Arc Preview:**
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- **Act 1:** [Player discovers...]
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- **Act 2:** [Player investigates...]
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- **Act 3:** [Player confronts/resolves...]
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**Key NPCs Needed:**
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- [NPC Role 1] - [Purpose in story]
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- [NPC Role 2] - [Purpose in story]
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- [Optional: ENTROPY member cameo?]
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**Tone and Atmosphere:**
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[Describe the emotional feel - suspenseful? Paranoid? Urgent? Intellectual?]
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**Technical Challenge Integration:**
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[For each challenge selected in Step 1, briefly explain how it fits into this narrative]
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**LORE Opportunities:**
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[What fragments of larger ENTROPY/SAFETYNET storylines can be revealed?]
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**Why This Theme Works:**
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[Explain why this theme effectively supports the technical challenges and creates engaging gameplay]
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```
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### Step 4: Create Initialization Summary
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Synthesize your decisions into a clear initialization document.
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#### Initialization Summary Template
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```markdown
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# Scenario Initialization: [Scenario Working Title]
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## Overview
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**Target Tier:** [1/2/3]
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**Estimated Duration:** [Short (15-20 min) / Medium (25-35 min) / Long (40-60 min)]
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**Primary CyBOK Areas:** [List 1-3 main areas]
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**ENTROPY Cell:** [Cell name]
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**Mission Type:** [Infiltration/Investigation/Recovery/Sabotage/Rescue/etc.]
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## Technical Challenges Summary
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[Brief list of the 3-5 core challenges]
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1. [Challenge 1 name] - [One sentence description]
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2. [Challenge 2 name] - [One sentence description]
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3. [Challenge 3 name] - [One sentence description]
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etc.
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## Recommended Narrative Theme
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**Selected Theme:** [Theme option number and name]
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**Why This Theme:**
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[1-2 paragraphs explaining why this theme was chosen over the alternatives]
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**Alternative Themes:**
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[Brief mention of the other theme options in case the scenario designer wants to reconsider]
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## Next Steps
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This initialization document should be passed to:
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- **Stage 1: Narrative Structure Development** - To build out the complete story arc
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- **Stage 4: Player Objectives Design** - To define specific win conditions based on challenges
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- **Stage 5: Room Layout Design** - To plan physical space that supports challenges and narrative
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## Design Notes
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[Any additional considerations, constraints, or creative notes that subsequent stages should be aware of]
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```
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## Quality Checklist
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Before finalizing your initialization, verify:
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### Technical Challenge Quality
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- [ ] Each challenge maps to a specific CyBOK knowledge area
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- [ ] Challenges are appropriate for target tier
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- [ ] Challenges have clear learning objectives
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- [ ] Challenges can be implemented with available game mechanics
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- [ ] Challenges teach genuine cybersecurity concepts (not Hollywood hacking)
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- [ ] Challenges build on each other logically
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### ENTROPY Cell Selection
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- [ ] Cell's technical capabilities match challenge requirements
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- [ ] Cell's philosophy aligns with scenario methodology
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- [ ] Cell has narrative potential (interesting characters, conflicts)
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- [ ] Cell selection adds to ongoing LORE storylines
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### Narrative Theme Quality
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- [ ] Theme makes technical challenges feel organic and necessary
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- [ ] Theme creates emotional stakes players will care about
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- [ ] Theme fits within Break Escape universe rules and tone
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- [ ] Theme supports player agency and meaningful choices
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- [ ] Setting is specific and atmospheric
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- [ ] Inciting incident is clear and compelling
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- [ ] Stakes are understandable and urgent
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### Integration
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- [ ] Technical challenges and narrative theme support each other
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- [ ] ENTROPY cell's involvement makes sense for both challenges and theme
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- [ ] Scope is achievable for target duration
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- [ ] Clear path forward for subsequent development stages
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## Common Pitfalls to Avoid
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### Challenge Selection Pitfalls
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- **Too many challenges** - Stick to 3-5 core challenges; more dilutes educational focus
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- **Challenges don't connect** - Challenges should build on each other, not be random
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- **Unrealistic challenges** - Avoid Hollywood hacking; teach real concepts
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- **Inappropriate difficulty** - Make sure challenges match target tier
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- **Implementation impossible** - Check that game engine can actually support the challenge
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### Cell Selection Pitfalls
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- **Wrong cell capabilities** - Don't pick Supply Chain Saboteurs for a web security scenario
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- **Forgetting cell philosophy** - Cell motivation should make sense
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- **Missing LORE opportunities** - Consider how this fits into larger storylines
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### Theme Development Pitfalls
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- **Theme doesn't support challenges** - Story should explain why challenges exist
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- **Unclear stakes** - Players need to know what they're fighting for
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- **Too generic** - "Stop the bad guys from stealing data" is boring; be specific
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- **Tone mismatch** - Remember Break Escape is mostly serious with strategic humor
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- **Scope creep** - Don't try to tell an epic trilogy in a 30-minute scenario
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## Examples
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For inspiration, review these example initializations:
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### Example 1: "The Cipher Inheritance"
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- **Challenges:** Symmetric/asymmetric encryption, certificate analysis, key recovery
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- **Cell:** Crypto Anarchists
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- **Theme:** Museum exhibit of historical ciphers is cover for stealing a quantum-resistant encryption algorithm
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- **Why it works:** Natural integration of cryptography challenges with Crypto Anarchists' philosophy and methods
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### Example 2: "Ghost in the SCADA"
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- **Challenges:** Industrial control systems, network segmentation, legacy vulnerabilities
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- **Cell:** Critical Mass
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- **Theme:** Water treatment facility with outdated SCADA systems being ransomed by ENTROPY
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- **Why it works:** Real-world stakes, cell expertise matches challenges, timely threat scenario
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### Example 3: "The Trust Fall"
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- **Challenges:** Phishing detection, social engineering, insider threats
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- **Cell:** Social Fabric
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- **Theme:** Financial firm being manipulated by ENTROPY using compromised employees
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- **Why it works:** Human element central to both challenges and narrative, Social Fabric specialization
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## Tips for Success
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1. **Start with what excites you** - If you're passionate about a particular challenge type or cell, start there
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2. **Let constraints guide creativity** - Technical limitations can inspire interesting narrative solutions
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3. **Think about the player experience** - How will this feel to play?
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4. **Consider replay value** - Can players approach challenges differently on subsequent playthroughs?
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5. **Build in flexibility** - Leave room for subsequent stages to add detail and nuance
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6. **Study the examples** - The universe bible contains fully developed scenarios to learn from
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7. **Don't overthink it** - This is initialization, not final design; you can refine later
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## Output Format
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Save your initialization document as:
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```
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scenario_designs/[scenario_name]/00_initialization/initialization_summary.md
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```
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Also create supporting files:
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```
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scenario_designs/[scenario_name]/00_initialization/technical_challenges.md
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scenario_designs/[scenario_name]/00_initialization/narrative_themes.md
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```
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---
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**Ready to begin?** Start by selecting your technical challenges, then choose an ENTROPY cell that fits, then develop narrative themes that make those challenges feel inevitable and engaging. Good luck!
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53
story_design/story_dev_prompts/01_narrative_structure.md
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story_design/story_dev_prompts/01_narrative_structure.md
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# Stage 1: Narrative Structure Development
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**Purpose:** Transform the scenario initialization into a complete narrative arc with clear beginning, middle, and end, structured to support both technical challenges and player engagement.
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**Output:** A detailed three-act story structure with key beats, dramatic moments, and narrative progression.
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---
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## Your Role
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You are a narrative architect for Break Escape. Your task is to take the initialized scenario foundation and build a complete story structure that:
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1. Creates a compelling narrative arc from mission start to completion
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2. Integrates technical challenges seamlessly into story progression
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3. Establishes pacing that balances discovery, action, and reflection
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4. Sets up opportunities for player agency and meaningful choices
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5. Provides clear dramatic beats that guide the player experience
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## Required Input
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You should receive from Stage 0:
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- Technical challenges specification
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- Selected ENTROPY cell
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- Chosen narrative theme
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- Setting and stakes description
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- Mission type and duration target
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## Required Reading
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### Essential References
|
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- `story_design/universe_bible/07_narrative_structures/mission_types.md` - Mission structure templates
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- `story_design/universe_bible/07_narrative_structures/story_arcs.md` - Arc structure guidance
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- `story_design/universe_bible/07_narrative_structures/escalation_patterns.md` - Pacing techniques
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- `story_design/universe_bible/05_world_building/rules_and_tone.md` - Tone guidance
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- Stage 0 initialization output
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### Helpful References
|
||||
- `story_design/universe_bible/09_scenario_design/examples/` - Example scenario structures
|
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- `story_design/universe_bible/07_narrative_structures/player_agency.md` - Choice and consequence design
|
||||
- `story_design/universe_bible/03_entropy_cells/[selected_cell]/` - Your cell's background and operations
|
||||
|
||||
## Process
|
||||
|
||||
Follow the detailed process outlined in this document to create a complete three-act narrative structure that integrates challenges, creates dramatic tension, and provides satisfying player progression.
|
||||
|
||||
---
|
||||
|
||||
Save your narrative structure as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/01_narrative/story_arc.md
|
||||
```
|
||||
|
||||
**Next Stage:** Pass this document to Stage 2 (Storytelling Elements) to develop characters, atmosphere, and dialogue opportunities.
|
||||
48
story_design/story_dev_prompts/02_storytelling_elements.md
Normal file
48
story_design/story_dev_prompts/02_storytelling_elements.md
Normal file
@@ -0,0 +1,48 @@
|
||||
# Stage 2: Storytelling Elements Design
|
||||
|
||||
**Purpose:** Transform the narrative structure into a rich, immersive story by developing characters, atmosphere, dialogue, and the specific storytelling techniques that will bring your scenario to life.
|
||||
|
||||
**Output:** Detailed character profiles, atmospheric design, dialogue voice guidelines, and specific storytelling moments.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are a storytelling specialist for Break Escape. Your task is to take the narrative structure from Stage 1 and add the human elements that make stories memorable:
|
||||
|
||||
1. Create compelling NPCs with distinct voices and motivations
|
||||
2. Design atmospheric elements that immerse players in the world
|
||||
3. Establish dialogue tone and character voices
|
||||
4. Identify specific storytelling moments that deliver emotional impact
|
||||
5. Ensure consistency with Break Escape's universe and established characters
|
||||
|
||||
## Required Input
|
||||
|
||||
From previous stages:
|
||||
- Stage 0: Technical challenges, ENTROPY cell selection, theme
|
||||
- Stage 1: Complete narrative structure with acts, beats, and pacing
|
||||
|
||||
## Required Reading
|
||||
|
||||
###Essential References
|
||||
- `story_design/universe_bible/04_characters/safetynet/` - Established SAFETYNET agents
|
||||
- `story_design/universe_bible/04_characters/entropy/` - ENTROPY masterminds and cell leaders
|
||||
- `story_design/universe_bible/03_entropy_cells/[your_cell]/` - Your cell's members
|
||||
- `story_design/universe_bible/10_reference/style_guide.md` - Writing tone and style
|
||||
- `story_design/universe_bible/05_world_building/rules_and_tone.md` - Universe rules
|
||||
- Stage 1 narrative structure output
|
||||
|
||||
## Process
|
||||
|
||||
Develop NPCs, atmospheric design, dialogue guidelines, and key storytelling moments that bring your narrative to life.
|
||||
|
||||
---
|
||||
|
||||
Save your storytelling elements as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/02_storytelling/characters.md
|
||||
scenario_designs/[scenario_name]/02_storytelling/atmosphere.md
|
||||
scenario_designs/[scenario_name]/02_storytelling/dialogue.md
|
||||
```
|
||||
|
||||
**Next Stage:** Pass materials to Stage 3 (Moral Choices) and Stage 7 (Ink Scripting).
|
||||
47
story_design/story_dev_prompts/03_moral_choices.md
Normal file
47
story_design/story_dev_prompts/03_moral_choices.md
Normal file
@@ -0,0 +1,47 @@
|
||||
# Stage 3: Moral Choices and Consequences
|
||||
|
||||
**Purpose:** Design meaningful player choices with narrative consequences that create player agency, moral complexity, and replay value while maintaining the integrity of core technical challenges.
|
||||
|
||||
**Output:** A complete choice architecture with branching paths, consequences, and implementation guidelines.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are a choice architect for Break Escape. Design player decisions that:
|
||||
|
||||
1. Create genuine moral dilemmas without clear "right" answers
|
||||
2. Produce meaningful narrative consequences
|
||||
3. Respect player agency and choices
|
||||
4. DO NOT affect core technical learning objectives
|
||||
5. Support the Break Escape philosophy of ethical cybersecurity
|
||||
|
||||
**Critical Constraint:** Choices may branch the narrative but MUST NOT allow players to skip core technical challenges.
|
||||
|
||||
## Required Input
|
||||
|
||||
From previous stages:
|
||||
- Stage 0: Technical challenges (which must remain intact)
|
||||
- Stage 1: Narrative structure
|
||||
- Stage 2: Character profiles and motivations
|
||||
|
||||
## Required Reading
|
||||
|
||||
### Essential References
|
||||
- `story_design/universe_bible/07_narrative_structures/player_agency.md` - Choice design philosophy
|
||||
- `story_design/universe_bible/07_narrative_structures/failure_states.md` - Handling consequences
|
||||
- `story_design/universe_bible/05_world_building/rules_and_tone.md` - Ethical framework
|
||||
- `story_design/universe_bible/02_organisations/safetynet/rules_of_engagement.md` - Rules agents must follow
|
||||
|
||||
## Process
|
||||
|
||||
Design 2-4 major choices with genuine ethical complexity, clear consequences across multiple layers (immediate, mid-scenario, ending), and validation against SAFETYNET's ethical framework.
|
||||
|
||||
---
|
||||
|
||||
Save your choices documentation as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/03_choices/moral_choices.md
|
||||
```
|
||||
|
||||
**Next Stages:** Feeds into Stage 7 (Ink Scripting) and Stage 8 (Review).
|
||||
45
story_design/story_dev_prompts/04_player_objectives.md
Normal file
45
story_design/story_dev_prompts/04_player_objectives.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# Stage 4: Player Objectives Design
|
||||
|
||||
**Purpose:** Define clear, achievable goals that guide player activity, combining narrative objectives (what the story asks) with concrete gameplay objectives (collect items, access rooms, solve challenges).
|
||||
|
||||
**Output:** A complete objectives framework with primary goals, optional objectives, success criteria, and progression tracking.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are an objectives designer for Break Escape. Translate narrative and technical challenges into clear player goals that:
|
||||
|
||||
1. Tell players what they're trying to accomplish
|
||||
2. Provide clear success criteria
|
||||
3. Balance required and optional objectives
|
||||
4. Create meaningful progression
|
||||
5. Support both story and educational missions
|
||||
|
||||
## Required Input
|
||||
|
||||
From previous stages:
|
||||
- Stage 0: Technical challenges
|
||||
- Stage 1: Narrative structure
|
||||
- Stage 2: Character and story elements
|
||||
- Stage 3: Choice points and consequences
|
||||
|
||||
## Required Reading
|
||||
|
||||
### Essential References
|
||||
- `docs/GAME_DESIGN.md` - Game mechanics and objective system
|
||||
- `story_design/universe_bible/07_narrative_structures/player_agency.md` - Player goals
|
||||
- `story_design/universe_bible/09_scenario_design/framework.md` - Scenario design principles
|
||||
|
||||
## Process
|
||||
|
||||
Define 3-6 primary objectives, 2-5 secondary objectives, structure progression flow, and establish clear success/failure states.
|
||||
|
||||
---
|
||||
|
||||
Save your objectives documentation as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/04_objectives/player_goals.md
|
||||
```
|
||||
|
||||
**Next Stage:** Pass to Stage 5 (Room Layout) to ensure physical space supports objectives.
|
||||
56
story_design/story_dev_prompts/05_room_layout_design.md
Normal file
56
story_design/story_dev_prompts/05_room_layout_design.md
Normal file
@@ -0,0 +1,56 @@
|
||||
# Stage 5: Room Layout and Challenge Distribution
|
||||
|
||||
**Purpose:** Design the physical space where your scenario takes place, including room layouts, challenge placement, item distribution, and NPC positioning, while adhering to strict technical constraints.
|
||||
|
||||
**Output:** Complete room layout specification with challenge placement, item distribution, and technical compliance verification.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are a level designer for Break Escape. Your tasks:
|
||||
|
||||
1. Design room layouts that support narrative and gameplay
|
||||
2. Place challenges in appropriate locations
|
||||
3. Distribute items and LORE fragments
|
||||
4. Position NPCs and interactive elements
|
||||
5. **Comply with all technical room generation constraints**
|
||||
|
||||
**CRITICAL:** Room layout is governed by strict technical rules. Violating these rules will result in unplayable scenarios.
|
||||
|
||||
## Required Reading
|
||||
|
||||
### ESSENTIAL - Technical Documentation
|
||||
- **`docs/ROOM_GENERATION.md`** - CRITICAL: All room generation rules
|
||||
- **`docs/GAME_DESIGN.md`** - Core game mechanics
|
||||
|
||||
### Essential - Design Documentation
|
||||
- `story_design/universe_bible/06_locations/` - Location types
|
||||
- `story_design/universe_bible/09_scenario_design/framework.md` - Design principles
|
||||
- Previous stage outputs
|
||||
|
||||
## Critical Technical Constraints
|
||||
|
||||
**READ `docs/ROOM_GENERATION.md` IN FULL before proceeding.**
|
||||
|
||||
Key rules:
|
||||
- All measurements in Grid Units (1 GU = 1.5m)
|
||||
- **Minimum room size: 4×4 GU, Maximum: 15×15 GU**
|
||||
- **All rooms have 1 GU padding on all sides**
|
||||
- **Usable space = room size - 2 GU**
|
||||
- **Place items ONLY in usable space, NEVER in padding**
|
||||
- **Rooms must overlap by ≥ 1 GU for connections**
|
||||
|
||||
## Process
|
||||
|
||||
Define location, design individual rooms with exact dimensions, create overall map layout, place challenges, distribute items, position NPCs, and validate all technical constraints.
|
||||
|
||||
---
|
||||
|
||||
Save your room layout as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/05_layout/room_design.md
|
||||
scenario_designs/[scenario_name]/05_layout/challenge_placement.md
|
||||
```
|
||||
|
||||
**Next Stage:** Pass room count and fragment positions to Stage 6 (LORE Fragments).
|
||||
48
story_design/story_dev_prompts/06_lore_fragments.md
Normal file
48
story_design/story_dev_prompts/06_lore_fragments.md
Normal file
@@ -0,0 +1,48 @@
|
||||
# Stage 6: LORE Fragments Creation
|
||||
|
||||
**Purpose:** Design and write collectible LORE fragments that reward exploration, reveal the broader Break Escape universe, and create continuous discovery across multiple scenarios.
|
||||
|
||||
**Output:** Complete set of LORE fragments with content, metadata, and placement rationale.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are a LORE architect for Break Escape. Your tasks:
|
||||
|
||||
1. Create collectible fragments that reveal universe lore
|
||||
2. Balance scenario-specific content with broader storytelling
|
||||
3. Design progressive revelation across multiple playthroughs
|
||||
4. Write compelling, concise fragments in established style
|
||||
5. Support continuous discovery across the game universe
|
||||
|
||||
## Required Input
|
||||
|
||||
From previous stages:
|
||||
- Stage 0: ENTROPY cell selection
|
||||
- Stage 1: Narrative structure
|
||||
- Stage 2: Characters and storytelling
|
||||
- Stage 5: Physical locations for fragment placement
|
||||
|
||||
## Required Reading
|
||||
|
||||
### Essential References
|
||||
- `story_design/universe_bible/08_lore_system/lore_categories.md` - LORE fragment categories
|
||||
- `story_design/universe_bible/08_lore_system/writing_lore.md` - Writing guidelines
|
||||
- `story_design/universe_bible/08_lore_system/discovery_progression.md` - Revelation system
|
||||
- `story_design/universe_bible/03_entropy_cells/[your_cell]/` - Cell LORE opportunities
|
||||
- `story_design/universe_bible/10_reference/style_guide.md` - Writing style
|
||||
|
||||
## Process
|
||||
|
||||
Determine fragment budget (6-20 depending on scenario length), plan fragment arc, design individual fragments (50-200 words each), create metadata, map discovery flow, and validate against LORE system.
|
||||
|
||||
---
|
||||
|
||||
Save your LORE fragments as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/06_lore/lore_fragments.md
|
||||
scenario_designs/[scenario_name]/06_lore/lore_metadata.json
|
||||
```
|
||||
|
||||
**Next Stage:** Pass fragment IDs and discovery triggers to Stage 7 (Ink) and Stage 8 (Review).
|
||||
55
story_design/story_dev_prompts/07_ink_scripting.md
Normal file
55
story_design/story_dev_prompts/07_ink_scripting.md
Normal file
@@ -0,0 +1,55 @@
|
||||
# Stage 7: Ink Scripting for NPCs and Cutscenes
|
||||
|
||||
**Purpose:** Transform all narrative design into executable Ink scripts that implement dialogue, choices, cutscenes, and interactive storytelling.
|
||||
|
||||
**Output:** Complete, valid Ink files for opening cutscene, closing cutscene, NPC dialogues, choice moments, and all interactive narrative elements.
|
||||
|
||||
---
|
||||
|
||||
## Your Role
|
||||
|
||||
You are an Ink narrative scripter for Break Escape. Your tasks:
|
||||
|
||||
1. Write all dialogue and cutscenes in valid Ink syntax
|
||||
2. Implement player choices with proper branching
|
||||
3. Create dynamic dialogue that responds to player progress
|
||||
4. Integrate narrative with game systems
|
||||
5. Ensure all Ink is technically correct and testable
|
||||
|
||||
## Required Input
|
||||
|
||||
From previous stages:
|
||||
- Stage 1: Narrative structure with story beats
|
||||
- Stage 2: Character profiles and dialogue guidelines
|
||||
- Stage 3: Moral choices and consequence design
|
||||
- Stage 4: Player objectives
|
||||
- Stage 6: LORE fragments that may appear in dialogue
|
||||
|
||||
## Required Reading
|
||||
|
||||
### ESSENTIAL - Technical Documentation
|
||||
- **`docs/INK_INTEGRATION.md`** - How Ink integrates with the game
|
||||
- **Ink documentation** - https://github.com/inkle/ink/blob/master/Documentation/WritingWithInk.md
|
||||
|
||||
### Essential - Design Documentation
|
||||
- `story_design/universe_bible/10_reference/style_guide.md` - Writing tone
|
||||
- `story_design/universe_bible/04_characters/` - Character voices
|
||||
- Previous stage outputs (especially Stages 2 and 3)
|
||||
|
||||
## Process
|
||||
|
||||
Structure Ink files, write opening cutscene, write NPC dialogues, implement choice moments, write closing cutscene(s), write mid-scenario story beats, implement dynamic content, and test/validate all syntax.
|
||||
|
||||
Test all Ink files in Inky editor before finalizing.
|
||||
|
||||
---
|
||||
|
||||
Save your Ink scripts as:
|
||||
```
|
||||
scenario_designs/[scenario_name]/07_ink/opening_cutscene.ink
|
||||
scenario_designs/[scenario_name]/07_ink/closing_cutscene.ink
|
||||
scenario_designs/[scenario_name]/07_ink/npc_dialogues.ink
|
||||
scenario_designs/[scenario_name]/07_ink/choice_moments.ink
|
||||
```
|
||||
|
||||
**Next Stage:** Pass complete scripts to Stage 8 (Review) for final validation.
|
||||
Reference in New Issue
Block a user