diff --git a/_content/blackhat/blackhat.md b/_content/blackhat/blackhat.md index 43c6e2b1..9d3020e8 100644 --- a/_content/blackhat/blackhat.md +++ b/_content/blackhat/blackhat.md @@ -26,6 +26,8 @@ The player uses their trusty computer to surveil target corporations. With knowl Use a terminal to get money or perform surveillance on the target organization. With this information you plan missions against the corporation. While still at home you switch between various applications (a terminal, web browser, IRC, and a notepad) the latter of which lists the knowledge you've discovered. The general UI is a computer in the middle, a whiteboard where you make the decisions about the mission on the left, and a door (to actually perform the mission) on the right. As you discover more information more options can become available to you on the whiteboard. Once you lock in your decisions(exit through the door) a cutscene plays, with your chosen options directing the scene and its outcome. The mission will have some amount of success that affects the rest of the missions (and can cause characters to recur or become suspicious or other things). Note that "failing" a mission does NOT end the game, just gives the player a different story than if they had succeeded. The final ending is determined by the success of the last mission, with some potential flavor text determined by extreme success/failure in previous missions. Each ending should feel complete, and conclusive. Indeed, the whole game should have a sense of ambiguity to the point where it isn't even clear what endings are "good" or "bad". +Coincidentally, a recent indie game named "Orwell" happens to show pretty much exactly the data gathering mechanic I had envisioned. You can look through different web pages, (irc) chat logs, and peoples' filesystems and look for clues to put on your posterboard. + For example, the first mission would be all about gathering more information about the corporation. You could decide whether to use a rubber ducky or a wifi pineapple, etc. You could choose to just drop the device where someone will/won't find it (depending on the device), or whether to attempt infiltration through social engineering. Maybe one set of options would get a rubber ducky confiscated and plugged into a security terminal, allowing more of the info gathering script to succeed than it would on a normal employee's terminal. These outcomes could make certain characters become suspicious of you, get in trouble with management, etc., and also determine what pieces of information you can use later on for researching the company (e.g. whether you can access their network). Certain interactions while researching (such as talking on IRC) may also influence how the missions will go. These are not decisions you make while planning, but rather consequences incurred whilst in the planning stage. @@ -45,3 +47,7 @@ The atmosphere is filled with ambiguity and paranoia. Worries about making too b #### Characters The main character is an infamous "hacker for hire", very cynical of the society he's in, and actually likes taking jobs against large companies that are ingrained in society. Take inspiration from [Julian Assange](https://en.wikipedia.org/wiki/Julian_Assange), [Aaron Swartz](https://en.wikipedia.org/wiki/Aaron_Swartz), or maybe even [Kim Dotcom](https://en.wikipedia.org/wiki/Kim_Dotcom) (do note I'm not saying those were good people or that this protagonist is either, or implying that any of them were blackhat hackers. Just I think they'd have similar values- pro free speech, transparency, consumer rights, etc.). + +#### Dissociative identity disorder + +I don't know if I want this to be arching over all story lines (but just hinted at, not explicitly stated) or just down a specific path (which would end up being explicitly stated), but somewhere in the game I'd like to have a subplot about the character having dissociative identity disorder, explaining why they are so good at creating characters for social engineering and implying the "other hackers" trying to stop him are actually himself. There could be events like the character finding other people on the internet claiming to have done the things he has done, or finding notes he doesn't remember writing (which could also lead him to suspecting carbon monoxide poisoning, leaning into the paranoia motif). diff --git a/_content/name/name.md b/_content/name/name.md new file mode 100644 index 00000000..751d103c --- /dev/null +++ b/_content/name/name.md @@ -0,0 +1,5 @@ +--- +layout: default +title: Name Draw +--- +A web app for co-ordinating group gift exchanges allowing for a variety of situations including secret santas or complex rules involving restricting who can give gifts to whom. diff --git a/_posts/2016-10-05-namedraw.md b/_posts/2016-10-05-namedraw.md index c99ca5f4..a689c0f4 100644 --- a/_posts/2016-10-05-namedraw.md +++ b/_posts/2016-10-05-namedraw.md @@ -3,7 +3,7 @@ layout: default title: Name Draw category: Software banner: namedraw -cards: [NaN, NaN Screenshot 1, NaN Screenshot 2, NaN Screenshot 3] +cards: [Name Draw] links: ["Source Code|https://github.com/thepaperpilot/NameDraw", "Web App|https://namedraw.tech"] tags: [software, rails, ruby, web] --- diff --git a/_posts/2017-03-30-babble.md b/_posts/2017-03-30-babble.md index 787aa9e7..793f7489 100644 --- a/_posts/2017-03-30-babble.md +++ b/_posts/2017-03-30-babble.md @@ -1,7 +1,7 @@ --- layout: default title: Babble Buds -category: Game +category: Software banner: babble cards: [Babble Buds] links: ["Source Code|https://github.com/thepaperpilot/Babble-Buds"] diff --git a/assets/banners/babble.png b/assets/banners/babble.png index edba2ac1..f55eba43 100644 Binary files a/assets/banners/babble.png and b/assets/banners/babble.png differ diff --git a/css/main.css b/css/main.css index 5efd751c..1bacc350 100644 --- a/css/main.css +++ b/css/main.css @@ -20,10 +20,14 @@ footer { padding-bottom: 10px; } +a { + color: #ffab40; +} + html { width:100%; height: 100%; - background-color: #eee; + background-color: #2a323d; } body { @@ -34,13 +38,12 @@ body { } .head { - background: #ccc; - background: linear-gradient(to bottom right, teal, turquoise); + background-color: #333c4a; + box-shadow: 0 2px 3px #222; padding: 20px; padding-bottom: 40px; margin-bottom: -50px; text-align: center; - box-shadow: 0 1px 3px rgba(0, 0, 0, 0.12), 0 1px 2px rgba(0, 0, 0, 0.24); } table { @@ -87,6 +90,23 @@ body > .collapsible, body > .collection, body > .card, body > .carousel, body .s cursor: default; } +.collapsible-header { + color: #fff; + background-color: #242a33; +} + +.collapsible-header, .collapsible-body { + border-bottom-color: #666; +} + +.tabs { + background-color: #242a33; +} + +.tabs .indicator { + background-color: #8a6465; +} + .collection-header { padding: 0 1rem !important; } @@ -131,6 +151,12 @@ footer ul li { padding-left: 8px; } +.card { + background-color: #242a33; + color: #fff; + box-shadow: 2px 2px 3px #222; +} + .card .card-content p { margin: 15px 0; } @@ -159,23 +185,28 @@ footer ul li { } .chip { + background: none; font-size: 12px; line-height: 18px; height: unset; margin-top: 12px; } +.chip a { + color: #ffab40; +} + .card .collapsible { border: none; box-shadow: none; } .indicator-item { - background-color: rgba(0, 0, 0, 0.5) !important; + background-color: rgba(156, 165, 180, 0.5) !important; } .indicator-item.active { - background-color: rgba(0, 0, 0, 1) !important; + background-color: rgba(156, 165, 180, 1) !important; } .carousel .indicators .indicator-item {