Shutdown Protocol Dev log – Day 17

· ·

Devlog – Day 17

Summary

Today’s work focused on bringing the experience to a more finalized, cohesive state across environment, atmosphere, UI flow, and last-minute fixes. The bulk of the day was spent polishing visual presentation, reinforcing the end-of-game sequence, and eliminating immersion-breaking issues such as debug output and unclear interaction prompts. Together, these changes significantly improve the game’s sense of completion, clarity, and overall production quality.


What I Worked on Today

[Level 1 / Environment] – Exit Corridor Construction (Sterile White)

Intent

Build a long, narrow sterile white exit corridor inside the existing level to act as the final transition space after the last door opens. The corridor should use a white-on-white subway tile look and evenly lit clinical lighting.

What Actually Happened

A new exit corridor was blocked out using generic wall and floor Blueprint assets, then upgraded with custom white subway tile textures for walls and floor along with a ceiling paint texture. Lighting was constructed using emissive plane meshes and rectangular lights tuned to a maximum cold temperature to maintain a clinical feel. A door was placed and re-textured to match the corridor materials, a camera actor was added for framing, and linear ceiling details were aligned with the lighting. An AI voice line was added to play when the player enters the corridor to confirm test completion.

Accomplished

Why This Matters


[Level 1–2 / Environment] – Final Visual & Atmospheric Polish Pass

Intent

Add environmental detail, wear, lighting, and ambient audio to make the level feel lived-in and visually finalized without altering gameplay or puzzle logic.

What Actually Happened

A comprehensive set-dressing pass was completed across the level, focusing on believable human presence. Workbenches, desks, lockers, and server rooms were populated with appropriate props, while decals and lighting adjustments were used to add wear and depth. Ambient and incidental audio was layered in to reinforce atmosphere, and placeholder assets and repetitive elements were removed.

Accomplished

Why This Matters


[Global / UI Flow] – Start Screen & End Sequence Implementation

Intent

Implement a minimal start screen and a controlled end-of-game sequence that bookend the experience and return the player to the start screen after completion.

What Actually Happened

A start screen widget with title, Start Game, and Quit Game options was created and set as the initial UI state with UI-only input and looping ambient audio. Starting the game cleanly restores gameplay input and stops the audio. For the end-of-game flow, a trigger in the exit corridor plays an AI voice line, fades to black, disables input, shows credits for a set duration, and then loads a dedicated menu level. A pause menu was also implemented and tested.

Accomplished

Why This Matters


[FIX] Final game fixes

Intent

Clean up last-minute presentation issues before final build.

What Actually Happened

A final polish sweep removed lingering debug output from the word console and clarified interaction prompts by explicitly telling the player which key to press.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps