Update 4/7/2017
My Goals were:
By the end of the week:
Finish recording dialogue, music, and sound.
Implement the music and dialogue into the game.
Put the finishing touches on missions 2 and 3.
In the next two weeks:
Conduct more testing and polishing.
Have the project running on google cardboard so that it can be shown at the poster presentations mid-April.
In reality:
I finished recording 80% of the dialogue, but they are the wrong file type and iTunes is being a pain with converting them.
The music is done and I have put sound effects into free play mode.
Mission three is in a complete working state, although its still missing all of the dialogue for context.
I am currently in the process of deploying to GEAR VR as I write this so we will see how that goes.
Still to be done:
Record the last few lines and convert and implement the existing ones.
A few quality sweeps to make sure that everything is worthy of being shown.
When I was testing this week, I was finding that my character was spawning is slightly different locations than intended. It was working before so I might need to do some investigating into it. I have moved around my sensors so that might have done it, but each time it was off, I made sure to reset my camera position. This made it playable, but still off, usually oriented the wrong direction and too high. There did not seem to be a consistent orientation that I would come into, it seemed to change each time.
I have been meaning to upload some code segments but I keep running out of time at the end of each week.
Here is an overview of how free play mode works.
On eve begin play several text boxed and lights are set to hidden in order to set up future contextual events and the trigger for the disaster custom event is called. In addition, there is a line of code that runs each system tick, checking to see if any of the four resources are beyond a dangerous threshold, 30%. If they are, warning signals go off, this is managed by Boolean statements.
I have a block of code that manages the players current selection of the four astronauts. There is another to accept the input from the player. The level blue print now knows which astronaut the player selected. Based on which was selected, a node for the corresponding astronaut's custom even is executed.
When the custom even is executed it is checked where the astronaut is alive and whether or not they are busy. If they are busy then a line of dialogue plays and they are not interrupted. If they are not busy they are assigned and go into busy mode. They will be on a timer, and when the timer expires, they will be ready to be assigned again and the resources will be adjusted accordingly. Each time they are assigned, there is a chance that they will die, in which case their panel will show deceased and the player will no longer be able to assign them.
The disaster event immediately has a variable wait before it calls itself, and runs a random disaster out of four.
There is again, another custom event that is called to update the resource values on the resource panel. This is called by both the astronaut events, and the disaster events.
Here is a screenshot of the third level:


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