Shutdown Protocol Dev log – Day 13

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Dev log – Day 13

Summary

Today’s work focused on completing the reward and progression flow for Puzzle F in Level 2. This involved reliably spawning the Security Keycard after Puzzle E resolves, fixing state logic issues that prevented correct first-run behavior, and implementing a keycard reader that validates inventory state and unlocks the connected door. The goal was to firmly link Puzzle E completion to Room 3 access using existing systems without introducing duplication or progression breaks.


What I Worked on Today

Level 2 – Puzzle F – Lockbox Keypad Unlock + Security Keycard Reward

Intent

Implement Puzzle F’s lockbox keypad so the player can enter the code from Puzzle E, open the lockbox, and collect the Security Keycard needed to access Room 3.

What Actually Happened

A keycard spawn point was added to the Puzzle E word panel and the keycard was spawned when the puzzle resolved, with a basic ejection behavior. A spawn initialization issue was fixed to ensure the keycard wasn’t skipped on first completion, and a later branch logic issue was also corrected to restore proper spawning. A dedicated keycard reader blueprint was then created from the trigger base, given a simple physical mesh, and configured with a RequiredKey DA_Item reference. Inventory query logic was implemented and wired so interaction checks for the required key and triggers the door unlock on success.

Accomplished

Why This Matters

This work ensures Puzzle E cleanly feeds into Puzzle F without progression breaks, missed rewards, or item duplication. By enforcing single-fire spawning and inventory-gated triggers, the player’s progression to Room 3 is clearly communicated, reliable, and aligned with the project’s reuse-first system architecture.


Technical Notes


Challenges & Lessons Learned


Next Steps