Week 6 (20/10/2025 - 26/10/2025)
Milestone: Vertical Slice
The efficacy and productivity that I expected this week to bring was very suddenly obliterated over the weekend by a phone call from back home informing me of a bereavement of which I had no means to console my family except over a 3 hour time difference on the phone.
So I think it is a little permissible that, for a while, the rate at which I was able to complete my duties became considerably inconsistent.
One of the first additions to the project I made this week was to make a script that had the Interactable interface applied to it, so that when the player interacted with it the scene would be changed to a scene in the project that held the name shared with the string value inputted into the Inspector. Ben and Jess had worked really hard to create a wonderful scene of Reggie's home, a warm and cozy environment that the player would begin the game in, acting as a hub that they can return to in order to consolidate the clues they collect for their big case. The player would then use the bike as a diegetic means of transportation to reach the scenes of each investigation. For the vertical slice, this would be the park.
I then spent the rest of the week up to a few hours to the Vertical Slice showcase setting up the park scene's dialogue and pickups to align with the progression laid out by Lilli. In retrospect, I don't think I went about my process of filling out the scene in a very helpful way; I got frustrated at bugs frequently and ended up pulling an all-nighter trying to address two critical errors: one was that when the player interacted with an NPC, it counted as two interactions instead of one and as a result it was skipping dialogue. The second one was that the branching logic wasn't updating sufficiently when the player returned after picking up the decoy clover and speaking with the second Bear officer
This ended up taking far too long to fix than it should have, and I think my affected mood and disposition were the greatest factors in this, since the time it took to solve issues later on were highly decreased after I started to feel a bit better. On the day of the showcase, I felt deeply ashamed and unhappy with the quantity of work I had managed to display for the week; it could be charitably said that I became quite visibly displeased during the lecture. Luckily, my teammates were completely and entirely supportive of my situation and struggle to accept that the work was not what I had wanted it to be for that time frame. They gave me great comfort and sanity-saving understanding and compassion. It was thanks to their support that I was able to move forward with a less burdened heart and a clearer mind.
Being upset at the problems that arose wasn't going to fix them; systemically testing and debugging to find the source of the problem was. So instead of trying to intuitively find out the single line of code that was keeping the logic of the Dialogue Manager from working the way I wanted it to, I drew generalized lines around which methods could likely be involved in the bugs, and slowly debugged to see what exactly was happening behind the scenes. It was then that I could find out that the Condition checking for Reggie's inventory wasn't happening fast enough (again) for the conversation with the officer.
I tried a few different call orders to circumvent this, but brute-forcing the check in Update if the branch had been tested for once turned out to be the most consistent and effective way of handling it. It was a small but warming joy to see the bug that had just a few hours ago been causing me so much strife disappear from slow and steady work.
This incident made me rethink how I went about debugging this project mentally. I would have preferred it not to have been triggered by events of loss, but I can not effect every aspect of life. I can only control what I do. And for this week I chose to speak openly when I struggled, and to be comfortable, in the case that when steam, power and energy fail, to move steadily, knowing that progress will be reached eventually.
Now that the milestone had ended, it was time to work on the second half of our intended scope for the semester: the first real level of the game. While Charlie was working on reworking the controller and cameras to move more fluidly, the 3D artists were working on crafting the new scene for the case to take place in: a sprawling city street reminiscent of New York. This means a new script, and a new flow of progression to generate and set up. I created Dialogue Blocks and Speaker SOs based off of the script Lilli wrote for the 'Banana Case' and then spent a little more time tweaking the size and range of the Sensebox to better accommodate for interaction, since it was a bit tricky to find the right angle to speak to the officers in the scene prior.
That roughly concluded the work for this week. A new level to work in, a new mindset. Time to continue!