- Changed 'eventMapping' to 'eventMappings' in NPC definitions for consistency.
- Updated target knot for closing debrief NPC to 'start' and adjusted story path.
- Enhanced validation script to check for correct eventMappings structure and properties.
- Added checks for missing properties in eventMappings and timedMessages.
- Provided best practice guidance for event-driven cutscenes and closing debrief implementation.
- Updated spriteSheet for Sarah Martinez from "female_office_worker" to "female_blowse".
- Added new event triggers for closing debrief upon entering the main office area and confronting Derek.
- Modified Agent 0x99 to use a person type NPC with updated event mappings and properties.
- Updated the game to support new character sprite atlases for both male and female characters, allowing for a wider variety of NPC designs.
- Improved player sprite initialization to dynamically select between atlas-based and legacy sprites, enhancing flexibility in character representation.
- Refined collision box settings based on sprite type, ensuring accurate physics interactions for both atlas (80x80) and legacy (64x64) sprites.
- Enhanced NPC behavior to utilize atlas animations, allowing for more fluid and diverse animations based on available frames.
Files modified:
- game.js: Added new character atlases and updated sprite loading logic.
- player.js: Improved player sprite handling and collision box adjustments.
- npc-behavior.js: Updated animation handling for NPCs to support atlas-based animations.
- npc-sprites.js: Enhanced NPC sprite creation to accommodate atlas detection and initial frame selection.
- scenario.json.erb: Updated player and NPC configurations to utilize new sprite sheets and animation settings.
- m01_npc_sarah.ink: Revised dialogue options to include new interactions related to NPCs.
- Added a new task to report the discovery of Operation Shatter to SAFETYNET, including dialogue for Agent 0x99.
- Introduced new variables to track player interactions regarding the operation and its implications.
- Updated scenario files to reflect the urgency and details of the operation, emphasizing the calculated casualties and the psychological warfare aspect.
- Shortened the opening briefing to streamline the introduction of the mission and its stakes.
Files modified:
- scenario.json.erb: Added new task for reporting Operation Shatter.
- m01_closing_debrief.json: Updated dialogue to reflect new mission details.
- m01_derek_confrontation.json: Adjusted confrontation dialogue to align with new narrative elements.
- m01_npc_maya.ink: Enhanced Maya's dialogue regarding Operation Shatter.
- m01_opening_briefing.ink: Streamlined introduction and urgency explanation.
- m01_phone_agent0x99.ink: Added reporting mechanics for Operation Shatter discovery.
- Refactored the MissionsController to use local variable `missions` instead of instance variable `@missions` for better clarity and performance.
- Introduced grouping of missions by collection for display, improving the organization of mission listings.
- Updated the view to iterate over `@missions_by_collection`, enhancing the presentation of missions by their respective collections.
- Added new CSS styles for collection headings to improve UI aesthetics.
Additionally, removed invalid missions from the database and updated mission collections for better categorization.
Files modified:
- missions_controller.rb: Refactored mission retrieval logic.
- index.html.erb: Updated mission display logic and added new styles.
- migration file: Added cleanup for invalid missions.
- Various mission JSON files: Updated collections for consistency.
Adds a new dialogue option for Kevin where the player can provide a
preliminary security audit update. The feature includes:
- 5 MCQ-style security assessment questions covering:
* Physical security (locks and access control)
* Access control patterns (Derek's suspicious activities)
* Password security (predictable patterns)
* Personnel security (Patricia's firing)
* Data protection (network segmentation)
- Answer tracking system (correct/wrong counts)
- Kevin provides context-appropriate responses to each answer
- Influence point adjustments based on answers
- Available after player makes progress (gets items from Kevin)
- Debrief feedback section that evaluates player's security analysis:
* Excellent performance: 4+ correct answers
* Solid performance: 3 correct answers
* Poor performance: ≤2 correct answers
* Feedback on tradecraft and cover maintenance
This enhances the undercover security consultant role-play and provides
educational value on security assessment best practices.
- Change debrief to be tactical/professional rather than judgmental
- Add emphasis on field immunity for SAFETYNET operatives
- Frame fight as valid tactical choice, not a mistake
- Keep practical implications without moral judgment
- Update mission summary: "Hostile engagement neutralized" instead of "Excessive force allegations"
- Agent 0x99 now validates player agency rather than shaming the choice
- Add objective "defeat_derek_hostile" when Derek becomes hostile
- Emit event "hostile_npc_defeated:derek" when Derek is subdued
- Complete objective when Derek is defeated in fight outcome
- Add "fight" choice alongside arrest/recruit/expose options
- Derek becomes hostile when player chooses to fight (#hostile tag)
- Closing debrief includes moral consequences of fighting vs arresting
- Agent 0x99 discusses excessive force and SAFETYNET protocol
- Mission summary reflects fight outcome with allegations
- Created 9 Ink dialogue files for all mission branches
- Opening briefing with 4-way crisis choice
- Director Morgan, Agent 0x99, and Architect communications
- Branch-specific crisis dialogues for all 4 options
- Closing debrief with deterministic outcomes
- Note: Ink files need compilation fixes before JSON generation
- Added json helper methods for proper escaping
- Use .to_json for multi-line text variables
- Replaced UTF-8 special characters with ASCII equivalents
- Fixed emergency_briefing_text, tomb_gamma_coordinates, mole_evidence_text
JSON now parses correctly but schema validation shows objects need proper format
- Implemented crisis_terminal room with ERB conditionals based on crisis_choice
- 4 distinct crisis scenarios (infrastructure, data, supply_chain, corporate)
- Branch-specific NPCs for each option:
* Infrastructure: Marcus 'Blackout' Chen
* Data: Specter + Rachel Morrow (dual threat)
* Supply Chain: Adrian Cross (recruitable)
* Corporate: Victoria 'V1per' Zhang + Marcus 'Shadow' Chen
- Crisis control systems with unique observations per branch
- Video feed displays showing remote facility status
- Crisis timer tracking progress and countermeasures
- Conditional room type based on crisis choice
- Connection from operations_floor to crisis_terminal
- Set all_flags_submitted when flag4 submitted
Complete scenario structure now includes 7 rooms total
Major design revision to accommodate single floor plan constraint while maintaining
branching narrative and player choice.
Key Changes to README.md:
LOCATION CHANGE:
- Changed from 4 separate physical facilities to single SAFETYNET Emergency Operations
Center (EOC)
- Player remains in SAFETYNET HQ throughout mission
- 4 crisis response zones within same facility
- Player chooses which crisis terminal to directly control
- Other SAFETYNET teams (Alpha/Bravo/Charlie/Delta) visible working in adjacent zones
FLOOR PLAN DESIGN:
- 6 shared rooms (all branches visit these):
1. Emergency Briefing Room (choice presentation)
2. Main Operations Floor (central hub with all 4 crisis zones visible)
3. Server Room (VM challenges)
4. Communications Center (The Architect's taunts)
5. Intelligence Archive (Tomb Gamma discovery)
6. Debrief Room (outcomes revealed)
- 1 branch-specific crisis terminal (player's choice determines which):
7A. Infrastructure Crisis Terminal (power grid remote control)
7B. Election Security Terminal (voter database protection)
7C. Supply Chain Terminal (software distribution security)
7D. Corporate Defense Terminal (corporate zero-day defense)
NPC INTERACTION MODEL:
- ENTROPY antagonists appear via video feeds/screens (not physically present in EOC)
- Maintains distinct antagonists per branch without violating single-location constraint
- Player interacts with remote operatives through crisis terminal displays
FILE STRUCTURE SIMPLIFICATION:
- Changed from 4 separate scenario files to 1 scenario.json.erb with ERB branching logic
- Uses globalVariable "crisis_choice" to conditionally render crisis terminal content
- Dramatically reduces development complexity while preserving 4 distinct narratives
TECHNICAL APPROACH:
- ERB conditionals switch crisis terminal NPCs/objects based on player choice
- Shared rooms identical for all players (easier testing/maintenance)
- VM challenges reusable across all branches
- LORE reveals centralized in Intelligence Archive
- Timer mechanic consistent regardless of choice
BRANCHING PRESERVATION:
- ✅ Still 4 distinct story paths (Infrastructure/Data/Supply Chain/Corporate)
- ✅ Still meaningful choice with permanent consequences
- ✅ Still deterministic outcomes matrix for unchosen operations
- ✅ Still unique antagonists per branch (via video feeds)
- ✅ Still branch-specific technical challenges at crisis terminals
BENEFITS:
- Drastically reduces development time (1 scenario vs 4)
- Easier to maintain consistency across branches
- Simpler testing (test shared rooms once, then 4 crisis terminal variations)
- Cleaner file structure
- More realistic (command center coordination vs field deployment)
Next Steps:
- Update stage 0 planning documents to reflect single-location design
- Begin scenario.json.erb implementation with shared rooms
- Implement choice mechanism in Emergency Briefing Room
- Build crisis terminal templates
- Updated status from 85% to 90% (dialogue + compilation complete)
- Added compilation status: All 12 files compile successfully (0 errors, 1 warning)
- Updated file inventory to show all 26 files (12 .ink + 12 .json + 2 config)
- Added development highlights about Ink compilation process
- Updated next steps: compilation complete, testing is next priority
Mission 4 now at 90% completion with all dialogue scripts created and compiled to JSON.
Fixed remaining conditional syntax errors across all files:
- Converted all multi-branch conditionals to separate blocks
- Added missing start knot to phone_robert_chen.ink
- Fixed nested conditional logic in terminals and NPCs
Scripts now compile with minimal errors.
Remaining: 5 minor conditional errors to fix
Created m04_closing_debrief.ink (327 lines) - mission wrap-up conversation
with Agent 0x99 featuring Task Force Null revelation and disclosure choice.
Key features:
- Mission outcome report (attack status, Voltage status)
- Intelligence analysis (Critical Mass + Social Fabric coordination)
- The Architect revelation and multi-city threat
- Task Force Null formation and player assignment
- Public disclosure choice (full/quiet/partial)
- Consequence explanation for each choice
- Robert Chen farewell based on trust level
- Mission completion and campaign progression
Implements dialogue planning from Stage 6 for closing debrief.
All 6 critical path scripts now complete.