Shutdown Protocol Dev log – Day 11

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Dev log – Day 11

Summary

Today focused on fully implementing Level 2 – Puzzle D, an observation-driven pattern puzzle that links environmental server-light cues to a console-based input sequence. The work established the complete interaction loop—from readable world signals, to responsive console input, to a persistent unlock state—then validated the system end-to-end to ensure reliability, clarity, and no unintended relocking.


What I Worked on Today

Level 2 – Puzzle D – Server Light Pattern → Console Entry → Unlock Logs

Intent

Implement Room 2’s observation-based pattern puzzle where players read a repeating server-light sequence and reproduce it via a console to unlock access to terminal logs, with the unlocked state persisting afterward.

What Actually Happened

Work began by setting up the core console pattern-entry blueprint and its interaction flow, including debug input handling, buffer management, and sequence validation. Console buttons were implemented as interactables that send indexed inputs to the parent console, with visual feedback displayed through console indicator lights. Server rack indicator lights were configured to loop a readable color pattern that represents the correct sequence, and console visuals were updated to mirror player input in real time. Failure handling was added to reset visuals and input cleanly, while success handling locks the console state and triggers the associated door and log access. The full puzzle was then wired end-to-end, visually aligned, and tested to confirm correct behavior, persistence, and the absence of unintended relocking.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps