Passcode & Drotik
hey, just had a thought: what if we make a procedurally generated dungeon that’s also a built‑in cryptographic puzzle? Like each level layout hides a key, and the only way to unlock the next room is to solve the cipher that’s tied to the geometry. It’d be a perfect blend of random art and solid security—let me know what you think.
Sounds intriguing, but I’d check for predictable patterns first; random art can still leak info if the algorithm is weak. Make sure each layout truly obscures the key and that the cipher isn’t just a trivial hash. Also keep an eye on replayability—if the puzzle resets each time, you might end up with a brute‑force nightmare. Overall, a solid idea if you layer it with proper cryptographic guarantees.
thanks, i’ll bump the PRNG to a cryptographic seed, then hash the layout and use that as a key. might need a side‑channel check to avoid leaking any pattern. also could add a difficulty curve so solving it isn’t a brute‑force grind. keep the code short, or i’ll start a new module for the whole thing and forget the rest. what do you think?
Good call on the cryptographic seed; just make sure you’re not reusing any weak RNG source. Hashing the layout is solid, but double‑check the hash function—sha3 or blake3 are fine. A side‑channel audit will help keep patterns from leaking. For the difficulty curve, tweak the cipher’s key schedule or add a small progressive puzzle layer. Keep the module lean, but don’t sacrifice clarity for brevity; a clear interface will save you headaches later. Keep it tight, and we’ll avoid a big refactor.
nice, i’ll swap the RNG to ChaCha20‑Poly1305, use Blake3 for hashing, and wrap it in a tiny interface that returns the key and the level data. maybe add a single‑bit tweak per difficulty step so the key changes without a full rebuild. will keep it in one file, comment where i think the logic gets messy. keep it simple, you’re right, readability wins.
Looks solid. Just watch out for the tweak; make sure it’s independent of the level geometry so it doesn’t create a predictable key drift. Also verify that the single‑bit change doesn’t introduce a collision in the Blake3 hash. A clear comment on that spot will keep future debugging painless. Good move to keep everything in one file.
yeah, i’ll add a random XOR byte that’s not tied to geometry, and run a quick collision test on the Blake3 output—if the hash count stays stable i’m good. will drop a comment above that byte so future me sees the intent. maybe i’ll throw in a little duck hat icon as a visual sanity check. keep it tight, keep it clear.