>>33769
>What are you making it in?
Unity, though I've tried it with Allegro, DirectX, XNA, and HTML5 before. I'm diving into the walled garden of Unity services, because I realize as a single developer I can't roll my own analytics or key generation or whatever. Unity even announced they were going to start helping with marketing.
>>33796
>you don't need to do that, just look for his facebook.
Yeah, true. One of the messages in the game is about how the average person is completely oblivious to even the basics of opsec, so it'll be easy to harvest their data with the right tools and knowhow (or to simply buy their info from a broker). But the challenges will hopefully revolve around more advanced users who have false profiles/proxies, tradecraft, etc.
As an update on the game:
>mission contracts that you can accept and complete, in the future maybe commission them
>an SQL server/client that reacts to basic commands
>basic tutorial of the gui
>programs that capture user input so you dont have stupidly long argument lists on the command line
Most of the mechanics work via the command line, but I'm leaning towards giving the player GUI tools first, then rewarding them later with cmd stuff that is faster to do. I think this will keep new players from getting intimidated, and reward players by letting them automate/go quickly through stuff they've mastered conceptually through the gui. The downside to this is it means I have to make a lot of gui screens, for example the SQL client, and GUI design is the most time consuming part of making this. Not to mention the placeholder art makes everything look like crap anyway </blog>
Does anyone want to write come /cyber/ style articles for the game? It'd show up as a headline that scrolls across the screen, which if the user clicks on it would bring up a few paragraphs of text and a picture of two. If the user doesn't read it at first it'd go into a 'latest news' section of a homepage when they open the in-game browser, or something like that.