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Add Mission 3 Stage 4 player objectives (Part 2: Optional objectives)
- Added 3 optional objectives (LORE collection, perfect stealth, moral engagement) - Optional Objective 1: Collect LORE Fragments (3 tasks) - Optional Objective 2: Perfect Stealth (behavioral challenge) - Optional Objective 3: Moral Engagement (2 moral choice tasks) Next: Objective-to-world mapping and JSON structure
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@@ -301,5 +301,115 @@ ACT 3: CONFRONTATION & CHOICE
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**Status:** 🔄 IN PROGRESS (Part 1/3 complete)
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**Next Section:** Optional Objectives + Objective-to-World Mapping
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## Optional Objectives
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### Optional Objective 1: Collect LORE Fragments
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**ID:** `collect_lore`
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**Description:** "Discover hidden LORE fragments about ENTROPY and The Architect"
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**Purpose:** World-building, completionist content, deeper understanding of ENTROPY mythology
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**Reward:** 3 LORE fragments revealing Zero Day's history and The Architect's directives
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**Aims:**
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#### Aim: Find all LORE fragments
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**ID:** `find_all_lore`
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**Description:** "Locate 3 hidden LORE fragments"
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**Status at Start:** `active` (optional objectives available from start)
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**Tasks:**
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##### Task: LORE Fragment 1 - Zero Day Origins
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- **ID:** `lore_fragment_1`
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- **Type:** In-Game (hidden item)
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- **Description:** "Find the document detailing Zero Day Syndicate's founding"
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- **Location:** Executive office - filing cabinet (lockpick required)
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- **Completion:** Pickup text_file item "Zero Day: A Brief History"
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- **Status at Start:** `active`
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##### Task: LORE Fragment 2 - Exploit Catalog
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- **ID:** `lore_fragment_2`
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- **Type:** In-Game (safe puzzle)
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- **Description:** "Open Victoria's safe to find the exploit catalog"
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- **Location:** Executive office - wall safe (PIN: 2010)
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- **Completion:** Pickup text_file item "Q3 2024 Exploit Catalog"
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- **Status at Start:** `active`
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##### Task: LORE Fragment 3 - The Architect's Directive
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- **ID:** `lore_fragment_3`
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- **Type:** In-Game (advanced encoding)
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- **Description:** "Decode the double-encoded USB drive message"
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- **Location:** Executive office - hidden USB drive in desk drawer
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- **Completion:** Successfully decode ROT13+Base64 message revealing Architect communication
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- **Status at Start:** `active`
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**Completion Reward:** Complete understanding of Zero Day's role in ENTROPY, first direct Architect communication
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---
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### Optional Objective 2: Perfect Stealth
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**ID:** `perfect_stealth`
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**Description:** "Complete the mission without being detected by the guard"
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**Purpose:** Challenge for skilled players, demonstrates operational security mastery
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**Reward:** Achievement, higher mission rating, Agent 0x99 commendation in debrief
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**Aims:**
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#### Aim: Maintain stealth throughout mission
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**ID:** `stealth_mastery`
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**Description:** "Avoid detection by the night security guard"
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**Status at Start:** `active`
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**Tasks:**
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##### Task: Complete mission undetected
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- **ID:** `zero_detection`
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- **Type:** In-Game (behavioral challenge)
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- **Description:** "Complete all objectives without triggering guard detection"
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- **Completion:** Automatic tracking - guard_detected variable remains false throughout mission
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- **Status at Start:** `active`
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- **Note:** This is a single task that tracks behavior throughout the mission
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**Completion Reward:** Debrief acknowledgment: "Perfect stealth. No trace of your presence. Textbook operation, Agent."
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---
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### Optional Objective 3: Moral Engagement
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**ID:** `moral_choices`
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**Description:** "Engage with the moral complexity of the mission"
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**Purpose:** Ensure players encounter moral choice points, deepen narrative engagement
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**Reward:** Richer story experience, campaign-level consequences
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**Aims:**
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#### Aim: Make key moral decisions
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**ID:** `engage_moral_choices`
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**Description:** "Confront the moral choices in the mission"
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**Status at Start:** `locked` (unlocks when evidence gathered)
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**Tasks:**
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##### Task: Decide James Park's fate
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- **ID:** `james_choice_made`
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- **Type:** In-Game (moral choice)
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- **Description:** "Decide whether to protect James Park from collateral damage"
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- **Completion:** Player makes choice (warn/evidence/ignore) in Scene 12
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- **Ink Tag:** `#complete_task:james_choice_made`
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- **Status at Start:** `locked` (unlocks when james_innocence_confirmed)
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##### Task: Decide Victoria's fate
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- **ID:** `victoria_choice_made`
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- **Type:** In-Game (moral choice)
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- **Description:** "Confront Victoria Sterling and decide her fate"
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- **Completion:** Player makes choice (arrest/recruit/delay) in Scene 13
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- **Ink Tag:** `#complete_task:victoria_choice_made`
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- **Status at Start:** `locked` (unlocks when all_evidence_collected)
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**Completion Reward:** Campaign-level consequences in M4-M9, personalized debrief
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---
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**Status:** 🔄 IN PROGRESS (Part 2/3 complete)
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**Next Section:** Objective-to-World Mapping + JSON Structure
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