Shutdown Protocol Dev log – Day 9

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Dev log – Day 9

Summary

Today was all about pushing Room 1 closer to a finished, playable mood through a focused visual pass—upgrading the doors, desk, and locker presentation, switching the room over to a more flexible modular wall + door wall setup, and adding atmosphere via a flickering light effect and subtle dust. I also did targeted readability polish (monitor indicator glow) and validated that none of these visual upgrades caused interaction/collision issues or regressed the existing puzzle flow.


What I Worked on Today

Level 1 – Room 1 – Visual Pass (Doors, Desk, Locker, Lighting)

Intent

Upgrade Room 1’s core prop visuals and lighting so the space reads closer to a finished playable mood without changing gameplay. Replace placeholder presentation with more setting-appropriate meshes/materials and an atmospheric flicker pass.

What Actually Happened

Room 1’s key props were visually upgraded, starting with the doors and desk, followed by the locker while keeping Puzzle A fully functional. The room’s layout foundation was also improved by switching to a standardized modular wall/door wall approach and adding an instanced wall blueprint plus an additional wall size for flexibility. A flickering light effect was implemented and validated to be readable and non-intrusive, then small atmospheric polish was added via monitor indicator tuning and a subtle dust particle pass. Final checks confirmed the room reads cohesively and remains distinct from the test area.

Accomplished


Technical Notes


Challenges & Lessons Learned


Next Steps