Shutdown Protocol Dev log – Day 15

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Dev log – Day 15

Summary

Today was a focused polish and readability day across Rooms 1 and 2. I built a reusable visual wiring solution for Room 1 (iterating through a custom spline-mesh approach before switching to Unreal’s Cable Actor and finally integrating a Fab cable asset for higher-fidelity results). In parallel, I completed two “final feel” passes: Room 1 received comprehensive interaction/audio feedback (switches, flicker, keypad, doors, fuse/power restore) plus voice announcements and a small door clipping fix, while Room 2 gained stronger ambient audio, clearer puzzle signaling, and improved keycard spawn presentation through better staging, lighting, and additional clue reinforcement—all without touching puzzle logic.


What I Worked on Today

Level 1 – Room 1 – Spline Wire Visual Connections

Intent

Add visual-only wiring in Room 1 by running cables from the power panel to the camera, alarm, and door power box, improving readability and final presentation.

What Actually Happened

A reusable Room 1 wire actor was built to generate cable runs along a spline, with editor-driven mesh/material control and a Construction Script rebuild flow. The spline-mesh wiring was iterated to improve deformation quality by setting segment endpoints/tangents correctly and fixing mesh orientation/pivot issues. After validating placement and behavior, the approach was shifted away from the custom spline mesh solution to Unreal’s built-in Cable Actor, and then a Fab marketplace cable asset was integrated to replace placeholder visuals.

Accomplished

Why This Matters


Level 1 – Room 1 Audio & Interaction Polish Pass

Intent

Finalize Room 1 presentation by adding missing audio feedback, refining interaction visuals, and correcting minor mesh issues. This work must not alter gameplay logic and must keep all existing Room 1 puzzles fully functional.

What Actually Happened

Audio feedback was added across Room 1 interactions to make puzzle states and player actions feel more responsive, including switch toggles, flickering lights, fuse/power restoration, keypad inputs, and door unlock/open events. System voice announcements were implemented to reinforce the malfunction state and provide an additional warning when Room 2 is opened. The locker keypad presentation was cleaned up visually while also gaining clearer tactile input sounds. A door movement/clipping issue was addressed by adjusting the door’s relative Z position to prevent floor z-fighting during animation. Overall, this pass tightened the “final feel” of Room 1 without touching puzzle logic.

Accomplished

Why This Matters


Level 2 – Room 2 Audio, Clarity & Feedback Polish Pass

Intent

Polish Room 2 by adding missing audio feedback and improving visual clarity for key interactions. Reinforce puzzle readability without changing gameplay logic.

What Actually Happened

Ambient feedback was strengthened by adding looping flicker audio for lights and a persistent server rack hum to sell the space. Puzzle readability and interaction clarity were reinforced with a beep cue tied to server rack pattern changes and distinct button-press audio on both the light pattern and word pattern consoles. The keycard spawn presentation was improved with a dedicated timeline to better stage the emergence animation, plus a focused light to keep the keycard clearly visible during the sequence. Finally, an additional visual light pattern clue was added to further support discovery and readability.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps