- Created comprehensive characters.md (948 lines)
- Victoria Sterling: True believer villain with economic philosophy
* Calculated harm (hospital deaths), feels no remorse
* Articulate evil monologue explaining worldview
* Strategic double agent offer (not remorseful)
- James Park: Innocent bystander for moral complexity
* Genuine ethical hacker, family man
* Unaware of Zero Day criminal operations
* Player choice: warn or let face consequences
- Agent 0x99: Mission handler with established voice
* Provides briefing, tutorials, revelation reactions
* Acknowledges player choices in debrief
* Advances campaign arc (The Architect)
- Cipher: Referenced Zero Day leader (future antagonist)
- Character relationships matrix
- Discoverable evidence specifications
- Complete dialogue samples for key scenes
Stage 5 - Room Layout and Spatial Design:
- Hospital floor plan with 7 rooms (hub-and-spoke layout)
- 3 locked doors with progressive difficulty (easy → medium → medium-hard)
- 60-second guard patrol with predictable waypoints
- Detailed container placement (11 total containers)
- PIN puzzle design with multiple clues and fallback device
- Server Room as central hub for VM/encoding challenges
- Multiple solution paths for player agency
Stage 6 - LORE Fragments:
- Fragment 1: Ghost's Manifesto (VM discovery, patient death calculations)
- Fragment 2: CryptoSecure Services (filing cabinet, front company operations)
- Fragment 3: ZDS Invoice (safe puzzle, exploit procurement and cross-cell coordination)
- Campaign connections to M3 (Zero Day Syndicate) and M6 (Crypto Anarchists)
- The Architect coordination role revealed
These planning documents complete the foundational design for Mission 2
"Ransomed Trust" room layout, spatial design, and narrative LORE integration.
- Created comprehensive preparation doc for M02 development
- Extracted mission details from Season 1 arc plan
- Documented 9-stage development workflow
- Applied Mission 1 good practices and lessons learned
- Identified new mechanics: patrolling guards, PIN cracking
- Outlined moral choices: ransom payment, hospital exposure
- Documented campaign connections to M1 and M6
- Included risk assessment and success criteria
- Ready for Stage 0: Scenario Initialization
- Updated the story premise to introduce "Operation Shatter," detailing the coordinated mass panic attack targeting vulnerable populations.
- Expanded the room layout to include additional rooms and NPC interactions, enhancing player exploration and engagement.
- Added critical LORE fragments revealing casualty projections and targeting demographics, emphasizing the stakes of the mission.
- Revised dialogue and choices to reflect player actions and moral implications, ensuring a more impactful closing debrief.
- Improved scenario structure and flow, aligning with best practices for narrative clarity and player agency.
- Updated `validate_scenario.rb` to enforce correct usage of `targetKnot` in timed conversations, ensuring compliance with new requirements.
- Added checks for missing properties in timed conversations, including `delay` and `targetKnot`, to improve scenario integrity.
- Enhanced logging for validation issues, providing clearer feedback on scenario configuration errors.
- Updated relevant scenarios to align with the new validation rules, ensuring consistency across gameplay elements.
- Introduced a comprehensive guide for converting existing lab Ink files into Break Escape scenarios, detailing each step of the process.
- Included instructions for determining lab configuration, creating new scenario directories, and editing Ink files to align with gameplay requirements.
- Provided guidelines for updating scenario JSON, managing objectives, and ensuring compliance with best practices for dialogue and influence tracking.
- Emphasized the importance of validating scenarios and maintaining consistency with SecGen XML metadata for CyBOK entries.
- Created a comprehensive document detailing various SecGen lab scenarios, including setup, user accounts, vulnerabilities, and CTF steps.
- Each scenario provides insights into player experiences and objectives, aiding mission designers in understanding gameplay dynamics.
- Scenarios cover a range of topics, including Linux and Windows security labs, malware exploitation, information gathering, and post-exploitation techniques.
- Updated `GamesController` to support XML flag hints for standalone mode, improving backward compatibility with legacy flag input.
- Introduced `parse_flag_hints_xml` method in `Mission` model to extract flags from XML content.
- Enhanced `Game` model to incorporate `flags_by_vm` from player state for better flag management.
- Modified `new.html.erb` to update UI for flag hints input, replacing the previous comma-separated flags format.
- Improved `FlagStationMinigame` to display accepted VM flags and handle flag submissions more effectively.
- Adjusted scenario JSON to include flag stations with VM-specific flag handling.
- Updated last modified date and added new review document reference.
- Added policy methods for `GamePolicy#submit_flag?` and `MissionPolicy#create_game?`.
- Fixed authorization in `games#create` to use `:create_game?` and removed redundant `VmSet` authorization.
- Clarified loading of `hacktivity-cable.js` with CSP nonce.
- Included fallback for non-Hacktivity mode in VM set validation.
- Documented minor amendments and verification checklist for implementation readiness.
- Added detailed review documentation for Hacktivity compatibility.
- Addressed critical issue: implemented missing `games#create` action in GamesController.
- Updated `MissionsController#show` to handle VM-required missions differently.
- Clarified deployment order for migration to remove unique index.
- Added recommendations for strong parameters in `games#create`.
- Documented necessary changes for flag submission and VM set display.
- Verified compatibility of model structures and updated flag submission logic.
- Added ObjectivesManager to track mission objectives and tasks.
- Created ObjectivesPanel for displaying objectives in a collapsible HUD.
- Integrated objectives state restoration from the server during game initialization.
- Implemented task completion and unlocking mechanisms via game actions.
- Added CSS styles for the objectives panel with a pixel-art aesthetic.
- Developed a test scenario to validate the objectives system functionality.
- Updated database schema to include fields for tracking completed objectives and tasks.
- Created an updated TODO checklist outlining phases and tasks for the objectives system implementation.
- Added corrected code snippets for critical fixes, including door unlock event emission and key pickup event handling.
- Documented necessary changes to ensure proper event emissions for objectives tracking.
- Reviewed and approved the implementation plan with minor corrections regarding door unlock events.
- Added `Cybok` model to manage CyBOK entries associated with missions.
- Implemented `by_collection` scope in `Mission` model for filtering missions by collection.
- Updated `missions_controller` to filter missions based on the selected collection.
- Introduced `CybokSyncService` for syncing CyBOK data from mission metadata to the database.
- Created new views and partials for displaying CyBOK information with tooltips using Tippy.js.
- Added metadata fields to `break_escape_missions` for `secgen_scenario` and `collection`.
- Enhanced mission seeding logic to support new metadata and CyBOK entries.
- Added multiple new mission scenarios with associated metadata.
- Implemented a global character registry to manage player and NPC data.
- Added methods for setting the player, registering NPCs, and retrieving character information.
- Integrated character registry updates into the NPC manager for seamless NPC registration.
- Created test scenarios for line prefix speaker format, including narrator modes and background changes.
- Developed comprehensive NPC sprite test scenario with various NPC interactions and items.
- Created COMPREHENSIVE_REVIEW.md detailing architecture, risk assessment, and recommendations for the line prefix speaker format implementation.
- Developed README.md summarizing the implementation plan assessment, key findings, and integration of the Background[] feature.
- Included detailed risk assessment, updated timeline estimates, and success criteria for the implementation.
- Recommended enhancements for security, performance, reliability, and deployment strategies.
- Established a phased approach for implementation with clear priorities and next steps for the team and content creators.
- Implemented narrator syntax to display character portraits during narration.
- Changed default speaker behavior to default to the main NPC for unprefixed lines.
- Enhanced NPC behavior tags to support no parameters, comma-separated lists, wildcard patterns, and an "all" keyword.
- Added comprehensive testing requirements for narrator, default speaker, and NPC behavior tags.
- Updated documentation to reflect new features and usage examples.
- Addressed critical and high-priority issues from REVIEW1, including function naming conflicts, regex security, and empty dialogue validation.
- Improved code organization and backward compatibility.
- Added server-side validation for inventory actions, ensuring items are validated before being added to the player's inventory.
- Updated client-side `addToInventory()` function to include server validation and error handling for inventory actions.
- Implemented container loading logic to fetch contents from the server, handling locked containers appropriately.
- Enhanced player state initialization to ensure starting items are correctly added to the inventory.
- Clarified NPC `itemsHeld` structure and updated validation logic to match the expected item format.
- Improved error handling for room access and container interactions, including transaction safety for state mutations.
- Introduced new endpoints for scenario mapping and bulk inventory synchronization.
- Added performance optimizations, including caching filtered room data and implementing JSON schema validation for item structures.
- Established a detailed implementation plan with phased priorities and testing gaps identified for future work.
User correctly pointed out the loading UI was over-engineered.
## Simplifications:
### Before (over-complicated):
- Complex timeline management
- Success/failure flash effects (green/red)
- Spinner alternatives
- Stored references on sprites
- Timeline cleanup logic
- ~150 lines of code
### After (simple):
- startThrob(sprite) - Blue tint + pulsing alpha
- stopThrob(sprite) - Kill tweens, reset
- ~20 lines of code
## Why This Works:
1. **Door sprites get removed anyway** when they open
2. **Container items transition** to next state automatically
3. **Game already shows alerts** for success/error
4. **Only need feedback** during the ~100-300ms API call
## API Changes:
- showUnlockLoading() → startThrob()
- clearUnlockLoading() → stopThrob()
- No success/failure parameter needed
- No stored references to clean up
## Result:
From 150+ lines down to ~30 lines total.
Same UX, much simpler implementation.
User feedback: "Just set the door or item to throb, and remove when
the loading finishes (the door sprite is removed anyway), and if it's
a container, just follow the unlock with a removal of the animation."
User correctly noted that Hacktivity's application layout already includes
csrf_meta_tags, so we don't need to add them again.
## Changes:
### Section 9.3.1: Layout Strategy
- Split into Option A (Hacktivity layout - recommended) and Option B (standalone)
- **Option A (Recommended):** Read from existing meta tag
- Uses Hacktivity's csrf_meta_tags (already present in layout)
- No duplicate meta tags needed
- Reads via: document.querySelector('meta[name="csrf-token"]')?.content
- **Option B:** Standalone layout
- For when engine needs separate layout
- Must add <%= csrf_meta_tags %> to engine layout
- Can use <%= form_authenticity_token %> directly
### Section 9.3.3: Token Reading Logic
- Updated config.js to try multiple sources:
1. window.breakEscapeConfig.csrfToken (if explicitly set)
2. meta[name="csrf-token"] tag (from Hacktivity layout)
- Better error messages showing all sources checked
- Logs which source provided the token
### Section 9.3.5: Issue #2 Solution
- Updated to reference the fallback logic in 9.3.3
- Added debugging console commands
- Shows how to check all meta tags
## Key Points:
- ✅ Hacktivity layout csrf_meta_tags are reused (don't duplicate)
- ✅ Fallback chain ensures token found from either source
- ✅ Clear guidance for both integration scenarios
- ✅ Better debugging when token is missing
This aligns with Rails best practices and Hacktivity's existing setup.
Based on comprehensive codebase review, enhanced implementation plans with:
## Phase 3 Updates (Scenario Conversion):
- Complete bash script to convert all 26 scenarios to ERB structure
- Explicit list of 3 main scenarios (ceo_exfil, cybok_heist, biometric_breach)
- List of 23 test/demo scenarios for development
- Instructions to rename .json to .erb (actual ERB code added later in Phase 4)
- Preserves git history with mv commands
- Both automated script and manual alternatives provided
## Phase 9 Updates (CSRF Token Handling):
NEW Section 9.3: "Setup CSRF Token Injection"
- Critical security implementation for Rails CSRF protection
- Complete view template with <%= form_authenticity_token %>
- JavaScript config injection via window.breakEscapeConfig
- CSRF token validation and error handling
- Browser console testing procedures
- 5 common CSRF issues with solutions
- Fallback to meta tag if config missing
- Development vs production considerations
## Phase 9 Updates (Async Unlock with Loading UI):
ENHANCED Section 9.5: "Update Unlock Validation with Loading UI"
- New file: unlock-loading-ui.js with Phaser.js throbbing tint effect
- showUnlockLoading(): Blue pulsing animation during server validation
- clearUnlockLoading(): Green flash on success, red flash on failure
- Alternative spinner implementation provided
- Complete unlockTarget() rewrite with async/await server validation
- Loading UI shows during API call (~100-300ms)
- Graceful error handling with user feedback
- Updates for ALL lock types: pin, password, key, lockpick, biometric, bluetooth, RFID
- Minigame callback updates to pass attempt and method to server
- Testing mode fallback (DISABLE_SERVER_VALIDATION)
- Preserves all existing unlock logic after server validation
## Key Features:
- Addresses 2 critical risks from review (CSRF tokens, async validation)
- Solves scenario conversion gap (26 files → ERB structure)
- Maintains backward compatibility during migration
- Comprehensive troubleshooting guidance
- Production-ready security implementation
Total additions: ~600 lines of detailed implementation guidance
Complete documentation for:
- 04_API_REFERENCE.md: All 9 API endpoints with examples
- 05_TESTING_GUIDE.md: Minitest strategy with fixtures and tests
These complete the documentation set along with the Hacktivity integration guide.
Major simplification to migration plan:
- Remove NpcScript model entirely
- Reduce to 2 tables: missions (metadata) + games (state + scenario snapshot)
- Serve ink files directly from filesystem via game endpoints
- Move scenario_data to game instances (enables per-instance randomization)
- Eliminates Issue #2 (NPC schema complexity)
- Reduces P0 fixes from 10 hours to 2-3 hours
- Much simpler seed process (metadata only)
- Identify 5 critical issues requiring fixes before implementation
- Validate architecture decisions (mostly solid)
- Provide corrected database schema for shared NPCs
- Document P0 fixes needed: Ink compilation, file structure, NPC schema
- Recommend 1.5 days of prep work to save 3-5 days of rework
- Total review: 6 documents covering issues, architecture, and solutions
Updated migration plans to reflect significant codebase evolution:
NEW SYSTEMS DOCUMENTED:
- NPC system (fully implemented with NPCManager, conversation state, events)
- Event system (80+ events across codebase)
- Global game state management (window.gameState.globalVariables)
- Multiple scenarios (24 total, up from 1 originally planned)
KEY UPDATES:
- UPDATED_MIGRATION_STATUS.md: Comprehensive status of what's changed
- What's implemented vs what still needs server-side integration
- Updated timeline: 22 weeks (was 18 weeks)
- New database schema requirements
- Updated risk assessment
- CLIENT_SERVER_SEPARATION_PLAN.md: Added 3 new systems
- System 5: NPC System (hybrid approach confirmed)
- System 6: Event System (selective logging)
- System 7: Global Game State (server as source of truth)
- Updated migration checklist: 9 phases (was 7)
- Updated timeline: 18-22 weeks
- README_UPDATED.md: New master index document
- Quick start guide
- Document index
- What's changed summary
- Timeline breakdown
- Architecture decisions
- Success metrics
MIGRATION APPROACH:
- Hybrid NPC approach: Scripts client-side, validation server-side
- Selective event logging: Critical events only
- State sync: Server as source of truth, client cache for performance
- Incremental rollout with dual-mode support
TIMELINE: 22 weeks (~5.5 months)
- Added 4 weeks for NPC, Event, State integration
- Original: 18 weeks → Updated: 22 weeks (+22%)
All plans are complete, self-contained, actionable, and feature-focused.
Ready for team review and implementation.