Shutdown Protocol Dev log – Day 12

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Dev log – Day 12

Summary

Today was focused on delivering Puzzle E’s full “read → enter → validate” loop in Room 2. I built the 5-slot word-cycler panel as an interactable, ensured each slot cycles independently with wrap-around, added on-panel word displays, and wired deterministic phrase validation that resolves once and locks into a solved state. In parallel, I added a runtime passphrase generation + log monitor reveal pipeline, so Puzzle D can gate access and then power on an in-world monitor that displays the session-stable passphrase used by Puzzle E.


What I Worked on Today

Room 2 – Puzzle E – Word Cycler Panel Implementation

Intent

Implement the interactive word-cycler panel for Puzzle E, allowing the player to reproduce a discovered 5-word passphrase using in-world controls. Ensure the puzzle evaluates correctly, resolves once, and locks into a solved state without unintended retriggers.

What Actually Happened

The word panel actor was created as a trigger-based interactable and progressively expanded to support five independent word slots with per-slot word arrays and wrapped cycling logic. Increment and decrement controls were generalized so each slot could cycle its own word list without affecting others, and display components were added to visually reflect the current selection. Solve evaluation logic was introduced and refined to compare the constructed phrase against a target passphrase, triggering resolution only once and locking the solved state. Gating, visual feedback, and solved-state input blocking were added to prevent early access and accidental re-triggering. The full puzzle flow was then tested end-to-end to confirm correct gating, interaction behavior, validation, and persistence.

Accomplished

Why This Matters


Level 2 – Puzzle E Add-on – Passphrase Generation & Log Discovery

Intent

Generate a valid passphrase at runtime using the word panel’s existing slot word arrays, and display that passphrase on an in-world log monitor once Puzzle D unlocks access. Ensure the generated passphrase is session-stable and matches Puzzle E’s expected TargetPassphrase.

What Actually Happened

A set-once passphrase pipeline was added to the word panel so a generated phrase can be locked for the session and synchronized with Puzzle E’s target. A generator function was created to pick valid words from each slot array, concatenate them into a single spaced phrase, and commit it through the set-once assignment path. A new log monitor actor and blue-screen widget were created and wired so the monitor remains off until Puzzle D triggers it, then powers on to show placeholder text before displaying the generated passphrase. Several fixes were applied to correct trigger assignment and to properly size/align the widget on the monitor surface. Finally, the displayed output was formatted using a template with a {PHRASE} placeholder and the full integration was verified without regressions.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps