miércoles, 23 de septiembre de 2020

Spotlight: Alex Gleason From Vegan On A Desert Island


For this month's interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island's many talking animals.

A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.

FG: Tell us a bit about yourself and your project to begin with.

Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.

FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?

Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.

The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.

While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.

I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.

FG: Why did you decide to translate this particular experience of yours into a video game?

Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.

The game conflates serious ethical topics with ironic humor

FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?

Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.

FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?

Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.

FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?

Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.

Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.

In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.


FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?

Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.

FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?

Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!

I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.

FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?

Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.

Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.

In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.

Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.

For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files

A glimpse into the development process

FG: When are you planning to release the game, and in which formats will it be released?

Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).

I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.

I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.

FG: Any tips for other Free Software or independent developers out there?

Alex:
  1. Put yourself out there.
  2. Good art and music goes a long way.
  3. Start it and don't stop.

FG: Alright, thank you very much for your time Alex.

Alex: Thanks so much for the opportunity!

Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI's Riot channel or check their repository at Gitlab. You can also donate via the project's Patreon or Liberapay.

All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.

Got any comments? Post them on our forum thread.

martes, 22 de septiembre de 2020

Spirit Of The North Review (NSW)

Written by Patrick Orquia


Title: Spirit of the North
Developer: Infuse Studio
Publisher: Merge Games
Genre: Adventure, Platformer, Puzzle
Number of Players: 1
Platform: Nintendo Switch
Release Date: May 07, 2020
Price: $24.99



Spirit of the North is an adventure game where you play as a red fox following the titular Spirt of the North in a big adventure that will have you solving puzzles in order for you to traverse a land and solve its mysteries. It has beautiful visuals in its backdrop and overall aesthetics and has a hauntingly relaxing musical score. The game has been released on other platforms already and this port on Switch is not the best-looking and not smoothest in terms of performance, as expected, but it still is a worthwhile game to play.




The game doesn't use any form of voiced narration; the storytelling presented mostly in symbols and hints in the environment. The game is also very linear, but with the lack of signposting, could be a bit confusing and will make you get lost, but you will surely find your way again if you know where to look at and what to look for. The game is divided into 8 chapters, and each of them can be selected on the main menu and replayed once you have completed them.




At the start of the game, you meet the Spirit of the North which encourages you to go through a journey across the land that is probably inspired by some old Scandinavian country with its glaciers and mountains and rivers with a few broken down stone fortresses scattered throughout. Your goal is to reach a faraway mountain top that emits a red fume that slowly poisons the land. You start on a wide open snow field and soon transition to other types of environment, like caverns, grasslands, rivers, etc. On the way to the mountain, you will have to solve area puzzles for you to be able to progress from one area to the next. You can run and jump and bark, and as you progress further into the game, you get to acquire new abilities, like ability to carry and transfer light, rid certain areas of corruption, ability to conjure ice spirits, dash, and ride the wind. The light transferring mechanic is the main ability that you will learn early in the game. You carry and transfer light to pillars, murals, switches, and doors that comprise the area puzzles. The chapter gets completed when you have solved all the puzzles within it, and you transition to the next chapter right away. 




The main gameplay is very similar to that of the Zelda games but with a big caveat: there is no combat in the game. Despite that, solving the puzzles can be quite fun and could be a bit challenging at times, especially in the latter chapters. The puzzles are not too difficult to figure out in general, despite the lack instructions and narration. You just have to be very observant of your environment and let your deductive reasoning skills work overtime. Aside from the puzzles, you can also try to unite staffs found on your journey with their dead shaman owners scattered across the land, most of them hidden. There are 28 in total, and you get unlockable skins for the fox. The skins are purely cosmetic, but this is the only collectible in the game and it could give you a respite from the puzzles, since they can get really tricky due to the lack of handholding in the game.




Overall, Spirit of the North is a beautiful game, with its breath-taking visuals and hauntingly beautiful musical score. I felt happy and relaxed upon finishing the game. I didn't really get what the story is about, but I guess it is the journey and not the destination that matters. This game is quite an experience for me, and it is easy to recommend to others. Well, maybe wait for a sale, as it is quite expensive for its length (the game can be completed in about 5 hours) and this version on Switch has quite a few technical issues here and there and is not as good-looking as the versions on other platforms. But regardless of how you get it and where you play it on, I hope that you have a wonderful time playing the game like I did. Let the fox in you roam free!



REPLAY VALUE: Medium



PROS
  • Beautiful, sublime visuals
  • Hauntingly relaxing musical score
  • Challenging puzzles
  • Short in length but well-paced
  • Unusual yet engaging storytelling
  • Button prompts are presented to assist the player in interacting with the environment

CONS
  • Frequent pop-ins
  • Frequent frame rate drops
  • Quite expensive for its length
  • Floaty controls
  • The animation look rough at times (at least on the Switch version)
  • Frustrating platforming sections
  • Wide open spaces are wasted since the game is very linear


RATING: 3.5/5 Foxes in ice and fire

sábado, 12 de septiembre de 2020

Twelve Years Later...

Twelve years ago, I rediscovered the joy of simple, old school gaming through a rules-light d20 clone called "microlight20".



 A gent by the name of Greywulf was very active in this space and he'd started the old site microlite20.net. It had a blogging feature and my very first oldschool related post was on May 12th: 

https://web.archive.org/web/20100611221707/http://microlite20.net/blog?page=5
Howdy!Oh, another blog. Yay! :)
My "old" blog is at http://chgowiz.livejournal.com - it's full of other 'stuff', not related to gaming and D20 or m20.
Coming soon to this site, however... the m20 character generator! A basic 'core' version was scratched out this weekend, but now I'm working on a 'better' version that will include Macropedia rulesets.
More to come as Greywulf gets this site up and running...
Links
Heh. Even back then, if a programming or hacking challenge raised its ugly head, I would jump in feet first. That's how I got involved in the One Page Dungeon Template thing...

Anyway, my search for a fun D&D game to play had rekindled in late 2007, early 2008 when I sat down with a borrowed copy of the D&D 3.5 rules and tried to scratch out a campaign for Ultima. After needing spreadsheets and a writeup that felt like a movie script, I realized that I wanted to go back to the days of when D&D (to me) was simple and fun. Thus, I wound a crazy road through microlite20, then through Swords & Wizardry and OSRIC, finally coming back to just playing the originals now that they were commercially available again.

What a fun journey.

Participating in an RPG does something to the brain, I think. There's an imprint that happens.

If you've read Dragonriders of Pern, (spoilers for those who haven't), I think of it similar to how someone imprints on a dragon during Hatching. You discover the game that speaks to you, and it's a match that will never ever quite go away. It's a first love. With all the ignoring of the warts and issues. The first time of escaping your life and living vicariously through the life of a made up character - or as a deity of a made up world. It something that I think has a profound effect on us, especially when we encounter the concept and play as a child. Impression.

For me, that impression was with Holmes (which was, IMO, OD&D levels 1 -  3) and AD&D. I've played other games, I can appreciate other games, but I will always be imprinted with those originals.

I made a list of the things I've written, been involved in or contributed to during these past twelve years and it's told me one thing... I'm part of a special group of players who imprinted much like I did. We're a raucous bunch, opinionated and crotchety about our games, but at the core, I suspect there's a feeling of wonder and joy, much like that first time we picked up those dice and stepped into another world. We love to create, to share and to experience the game again and again.

Happy Anniversary, y'all. I'm really glad I discovered our niche of a niche. I'm here to stay. 

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viernes, 4 de septiembre de 2020

Welcome To My Process (Part 3)


Ok, based on the title alone... this dungeon should focus on the queen and her slimy green concubines.

Hello.  Confused?  Start here.

FYI, I'm about to go off on a tangent.  At any point, we should feel ok about abandoning a certain aspect of our project if it moves us towards the end goal.  And what's that pray-tell? 

When this is all said and done, we going to have a finished dungeon that excites us to run, and will be fun to play.

So, if during the middle of this project, I decide to change the adventure's title to Mauve Something Or Other, that's ok.  If I feel the need to make it an 8 or 10-room dungeon, that's also fine.  However, I'm going to try my best not to alter what I've already come up with.  If I have to work a little harder to make ideas cohesive, so be it.

Alright, where were we?  Ah yes, the queen and her concubines!

What's the queen's name?  How about Tresillda until I come up with something better?  What's she the queen of?  Probably just this little dungeon inside a Great Old One.  Although, she could have been queen of some other place, too, before she was banished.  Banished?  Yes, banished.

Banished along with her concubines that are perpetually bathed in green slime because... it's sexy to those who both A) worship the Old Ones, and B) are quite mad.

Maybe the slime does other stuff, too.  Perhaps it's zoth or some kind of zoth / green slime hybrid that's transforming the concubines into... creatures?  No.  A gestalt entity that could be a conduit or lifeline for the Great Old One Tsuma'al, in order to reawaken it so Queen Tresillda can extend her rule to various realms, such as Cha'alt?  Yes, perhaps...

Why is Queen Tresillda splattered with blood?  Is she just some kind of sadist, are people trying to kill her, both?  I'm thinking some freaky Hellraiser shit, but don't have anything pinned down yet.  Let's keep that on the back-burner. 

PRO TIP: Sometimes when I'm trying to get a handle on who an NPC is, I use a familiar character or combination of characters to help visualize what that new NPC is all about.  

In this case, I'm going with "the mad queen" Daenerys after she snapped.  Queen Tresillda's thoughts are consumed with revenge against... uh, the priests who exiled her to the dead husk of Tsuma'al.  Maybe they were her own priests?  She's some kind of High Priestess with royal blood (also blood-splattered high priestess is too much of a mouthful).  They turned against her once the priesthood realized she was power mad in a narcissistic and destructive way... and maybe her brother's a more legitimate heir and beat her to the throne while she was off torturing and killing infidels in the wasteland.

When the PCs arrive, what's going on?  What's about to happen that makes interfering or intervening fun, exciting, or at least interesting and entertaining for the players and their characters?

  • The Queen has just acquired the missing ingredient to shape her concubines into that aforementioned entity.
  • It's some kind of artifact or relic (a reason for the PCs to venture into the dungeon) of great power... manifested by the Queen's sorcerer Xa'algex.
  • Some dude (is he an alien priest; another species who worships a foreign god?) was brought back along with the magic item.  The PCs can overhear him and the Queen discussing the whole thing.
  • Before she can use it, the PCs are able to interrupt her.
  • If the PCs fail, she will awaken Tsuma'al and wreak havoc on countless worlds.

Ok, there's lots that I'm still missing; half the puzzle pieces are still scattered before me, waiting to be fit into place.  That's perfectly fine, normal even.  Who has a finished draft of an adventure sitting inside their head, ready to spill out?  

Not me.  Steps must be taken.  These are the steps.  Incremental progress!

VS

p.s.  Happy Father's Day!

lunes, 31 de agosto de 2020

What Is Cybercrime? What Are The Types Of Cybercrime? What Is Cyberlaw In India?

What is cyber crime?

Cybercrime is the use of computers & networks to perform illegal activities such as spreading viruses,online  bullying,performing unauthorized electronic fund transfers etc. Most cyber crimes are committed through the internet.
Some cyber crime also be carried out using mobile phones via Sms and online chatting applications.

TYPES OF CYBERCRIME

The following list presents the common types of cybercrimes-

1-Computer Fraud-Intential deception for personal gain via the use of computer system.

2-Privacy Violations-Exposing personal information such as email addresses,phone numbers,account details etc, on social media,websites,etc.

3-Identity theft-Stealing personal information from somebody and impersonating that person.

4-Sharing copyright files/information-This involves distributing copyright protected files such as eBooks and computer program etc.

5-Electronic funds transfer-This involves gaining an unauthorized access to bank computer networks and making illegal funds transferring.

6-Electronic money laundering-This involves the use of the computer to launder money.

7-Atm fraud-This involves intercepting ATM card details such as account numbers and PIN numbers.These details are then used to withdraw funds from the intercepted accounts.

8-Denial of service attack-This involves the use of computers in multiple locations to attack servers with a view of shutting them down.

9-Spam:sending unauthorized emails.
These emails usually contain advertisements.


CYBER LAW

Under The Information Technology Act,2000 
CHAPTER XI-OFFENCES-66. Hacking with computer system.

1-whoever with the Intent to cause or knowing that he is likely to cause Wrongfull Loss or Damage to the public or any person Destroys or Deletes or Alter any Information Residing in computer Resource or diminishes its value or utility or affects it injuriously by any means, commits hack.

2-whoever commits hacking shell be punished with imprisonment up to three years, or  with fine which may extend up to two lakh rupees,or with both.

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domingo, 30 de agosto de 2020

SourceWolf - Amazingly Fast Response Crawler To Find Juicy Stuff In The Source Code!


Tested environments: Windows, MAC, linux, and windows subsystem for linux (WSL)

What can SourceWolf do?
  • Crawl through responses to find hidden endpoints, either by sending requests, or from the local response files (if any).
  • Create a list of javascript variables found in the source
  • Extract all the social media links from the websites to identify potentially broken links
  • Brute forcing host using a wordlist.
  • Get the status codes for a list of URLs / Filtering out the live domains from a list of hosts.
All the features mentioned above execute with great speed.
  • SourceWolf uses the Session module from the requests library, which means, it reuses the TCP connection, making it really fast.
  • SourceWolf provides you with an option to crawl the responses files locally so that you aren't sending requests again to an endpoint, whose response you already have a copy of.
  • The final endpoints are in a complete form with a host like https://example.com/api/admin are not as /api/admin. This can come useful, when you are scanning a list of hosts.

Installation

Usage
> python3 sourcewolf.py -h

-l LIST, --list LIST List of javascript URLs
-u URL, --url URL Single URL
-t THREADS, --threads THREADS
Number of concurrent threads to use (default 5)
-o OUTPUT_DIR, --output directory-name OUTPUT_DIR
Store URL response text in a directory for further analysis
-s STATUS_CODE_FILE, --store-status-code STATUS_CODE_FILE
Store the status code in a file
-b BRUTE, --brute BRUTE
Brute force URL with FUZZ keyword (--wordlist must also be used along with this)
-w WORDLIST, --wordlist WORDLIST
Wordlist for brute forcing URL
-v, --verbose Verbose mode (displays all the requests that are being sent)
-c CRAWL_OUTPUT, --crawl-output CRAWL_OUTPUT
Output directory to store the crawled output
-d DELAY, --delay DELAY
Delay i n the requests (in seconds)
--timeout TIMEOUT Maximum time to wait for connection timing out (in seconds)
--headers HEADERS Add custom headers (Must be passed in as {'Token': 'YOUR-TOKEN-HERE'}) --> Dictionary format
--cookies COOKIES Add cookies (Must be passed in as {'Cookie': 'YOUR-COOKIE-HERE'}) --> Dictionary format
--only-success Only print 2XX responses
--local LOCAL Directory with local response files to crawl for
--no-colors Remove colors from the output
--update-info Check for the latest version, and update if required
SourceWolf has 3 modes, which corresponds to it's 3 core features.
  • Crawl response mode:

Complete usage:
  python3 sourcewolf.py -l domains -o output/ -c crawl_output
domains is the list of URLs, which you want to crawl in the format:
https://example.com/
https://exisiting.example.com/
https://exisiting.example.com/dashboard
https://example.com/hitme
output/ is the directory where the response text files of the input file are stored.
They are stored in the format output/2XX, output/3XX, output/4XX, and output/5XX.
output/2XX stores 2XX status code responses, and so on!

crawl_output specified using the -c flag is used to store the output, inside a directory which SourceWolf produces by crawling the HTTP response files, stored inside the output/ directory (currently only endpoints)
The crawl_output/ directory contains:
endpoints - All the endpoints found
jsvars - All the javascript variables
The directory will have more files, as more modules, and features are integrated into SourceWolf.

(OR)
For a single URL,
  python3 sourcewolf.py -u example.com/api/endpoint -o output/ -c crawl_output
Only the flag -l is replaced by -u, everything else remains the same.

  • Brute force mode

python3 sourcewolf.py -b https://hackerone.com/FUZZ -w /path/to/wordlist -s status
-w flag is optional. If not specified, it will use a default wordlist with 6124 words
SourceWolf replace the FUZZ keyword from the -b value with the words from wordlist, and sends the requests. This enables you to brute force get parameter values as well.
-s will store the output in a file called status
  • Probing mode
Screenshot not included as the output looks similar to crawl response mode.
python3 sourcewolf -l domains -s live
The domains file can have anything like subdomains, endpoints, js files.
The -s flag write the response to the live file.
Both the brute force and probing mode prints all the status codes except 404 by default. You can customize this behavior to print only 2XX responses by using the flag --only-success
SourceWolf also makes use of multithreading.
The default number of threads for all modes is 5. You can increase the number of threads using the -t flag.
In addition to the above three modes, there is an option crawl locally, provided you have them locally, and follow sourcewolf compatible naming conventions.
Store all the responses in a directory, say responses/
python3 sourcewolf.py --local responses/
This will crawl the local directory, and give you the results.

How can this be integrated into your workflow?

Subdomain enumeration
|
|
SourceWolf
|
|
Filter out live subdomains
|
|
Store responses and find hidden endpoints / Directory brute forcing
At this point, you will have a lot of endpoints from the target, extracted real time from the web pages at the time of performing the scan.

SourceWolf core purpose is made with a broader vision to crawl through responses not just for discovering hidden endpoints, but also for automating all the tasks which are done by manually searching through the response files.
One such example would be manually searching for any leaked keys in the source.
This core purpose explains the modular way in which the files are written.

To do
  • Generate a custom wordlist for a target from the words obtained in the source.
  • Automate finding any leaked keys.

Updates
It is possible to update SourceWolf right from the terminal, without you having to clone the repository again.
SourceWolf checks for updates everytime it runs, and notifies the user if there are any updates available along with a summary of it.


Running
python3 sourcewolf.py --update-info
provides more details on the update


When there are updates available, you must move the update.py file outside of the SourceWolf directory, and run
Warning: This deletes all the files and folders inside your SourceWolf directory
python3 update.py /path/to/SourceWolf
This actually removes the directory, and clones back the repo.

Contributions
Currently, sourcewolf supports only finding hidden endpoints from the source, but you can expect other features to be integrated in the future.
Where can you contribute?
Contributions are mainly required for integrating more modules, with sourcewolf, though feel free to open a PR even if it's a typo.
Before sending a pull request, ensure that you are on the latest version.
> Open an issue first if you are going to add a new feature to confirm if it's required! You must not be wasting time trying to code a new feature which is not required.

Issues
Feel free to open any issues you face.
Ensure that you include your operating system, command which was run, and screenshots if possible while opening an issue, which makes it easier for me to reproduce the issue.
You can also request new features, or enhance existing features by opening an issue.

Naming conventions
To crawl the files locally, you must follow some naming conventions. These conventions are in place for SourceWolf to directly identify the host name, and thereby parse all the endpoints, including the relative ones.
Consider an URL https://example.com/api/
  • Remove the protocol and the trailing slash (if any) from the URL --> example.com/api
  • Replace '/' with '@' --> example.com@api
  • Save the response as a txt file with the file name obtained above.
So the file finally looks like example.com@api.txt

Credits
Logo designed by Murugan artworks




via KitPloit

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