Development Week 10
This week I worked on the mission computer and the first pieces of the level objective flow. Power reactors are now interactable, and the mission computer can check how many reactors have been activated before allowing the next step. This gives the level a clearer structure: find the reactors, power things up, then return to the terminal to start the next phase.
I also added the early quarantine cycle logic. The mission computer can now move between states like waiting for power, ready to activate, quarantine queued, quarantine in progress, and complete. That means the terminal is starting to act less like a simple text box and more like the thing that controls the mission flow.
There was also a pass on mission computer text and localization data. The terminal text now comes from a data set instead of being hardcoded, which should make it easier to write and revise the in-game messages as the objectives grow. The result is a stronger foundation for the loop I want in MoonBurn: power the area, trigger the quarantine, survive what happens next.