2026-09-20 12:32:34
Anonymous:
Dock control panel: the owner's console text (welcome, six questions, the password line), with the corrections listed
hold the flood/rooms.md ..
@@ 27,7 27,7 @@
- **Rooms:** any size; doors on any wall; a raised floor with stairs; a window with a scene behind it; a doorway with no room behind it shows as a sealed doorway, unless the room card describes it as a door; a side that is a force field onto open space instead of a wall; a sign on a wall that is only there to be seen (it can blink).
- **Actions:** press E for something instant; hold E for a job of any number of steps, each with its seconds; a step can be loud. A job can need: an item in the pack, power from a control board, another job done first, free pack squares. A job can: lock an opening for ever, give or take an item, put a photograph in the journal, pass or leave an oxygen tank for a survivor, make a trigger harmless.
- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. A locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut.
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- **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. A panel's screen shows a few short pages, then asks for a password; a wrong one is refused and asked again, the right one opens one door. What a panel says, its password and its door are content; its look is the prefab.
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- **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. Logging in types out a welcome text; under it is a menu of things to ask, each with its answer; one line of the menu can ask for a password, and the right password opens one door. A wrong password gets the panel's own answer and can be tried again. Any text can carry the mark \*REDACTED\*, which the screen draws as a bar of light with the word cut out of it. A menu line can answer differently once the door is open. A password may be up to 24 characters, and capitals never matter. What a panel says, its menu, its password and its door are content; its look is the prefab.
- **Safe rooms:** a room can be marked safe: no enemies may be set in it, none can enter it, and nobody in it can be hit.
- **Enemies:** three kinds (Presser: slow and strong; Flanker: fast and weak; Caller: stands and calls a hidden crowd). Bodies standing in the room, bodies hidden behind an opening, what lets them out (walking in, a loud job, a Caller's call, holding a job for some seconds), how many come per second, which job locks them in for ever. A crowd that is not locked is back at full strength on every new trip.
- **Also:** a survivor who waits in a room and walks to the ship when the way is safe; items lying in a room; which rooms join which, in one layout or several.
@@ 53,6 53,19 @@
> Added the same day: "the dock is always safe. Enemies cannot spawn here, nor can they enter here from other rooms."
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> **The doors, 2026-09-20:** "before we move to the next room, we need to handle the doors. The west door is always open. The east door is currently always locked. trying to press E when locked on it will give the message "this door seem to be blocked from the other side" The north door is currently locked. Next to it (on its left) there is a control panel. make sure to keep this control panel as a prefab as we are going to use those panels a lot during the game. When pressing E while locked on the door it will simply say "LOCKED". When doing the same thing with the control panel, we will open a control panel mini-game. we can call this specific one "control panel mini game security door 1". In this panel we will be able to get our very brief and simple exposition, but at the end, we will be required to enter a lockdown override password. This cannot be found in this room, and will require the player to first explore the west wing of the station. once the correct password is inserted, the north door will open."
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> **The console's words, 2026-09-20, exactly as the owner typed them:** "when you log in to the console, you are going to get the text "Welcome to \*REDACTED\*. We are happy to see you. Here we will take of all of your medical needs, so relax, talk to our crew, and they will help you get adjusted. WARNING: THE STATION IS CURRENTLY UNDER \*REDACTED\*. PLEASE LEAVE AND COME BACK LATER\*
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> The the user will have a menu:
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>
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> - "Where am I?": "Welcome to the \*REDACTED\* station. An experimental hospital testing the edge of known technology to heal even the worst injuries. Weather you are a patient, a medical staff or \*REDACTED\*, we are sure you will find this as comfortable as possible. For further assistance, please talk with the local \*REDACTED\*
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> - "Where are the crew?": "The crew are currently \*REDACTED\*. As the situation change, we will let you know."
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> - "Who are the crew?": "This data is beyond your clearance level."
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> - "Why is the emergency lockdown?" : "\*REDACTED\*"
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> - "Please open the door": "Opening the door to the main station require lifting the emergency lockdown. This can only be done via \*REDACTED\* and according to regulations"
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> - "Lift the emergency lockdown": "Please enter a valid password for lockdown override"
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> - if the password is correct: "Welcome \*REDACTED\*, we will transmit a message to your family of your imminent death as soon as the communication relay will go back online"
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> - if the password is wrong: "Wrong password. Pretending to be a \*REDACTED\* in illegal in accordance with regulation number \*REDACTED\* and might lead to an arrest or execution. This attempt was recorded and will be delivered once the communication relay will go back online"
**As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so.
@@ 62,10 75,15 @@
- **East door:** locked, and nothing in the game opens it. **Press E:** the door answers, in red, at the door: "This door seems to be blocked from the other side." *(The card's words, with "seem" corrected to "seems" and a capital and a full stop added; say so if you want them exactly as typed.)* Nothing is shown behind it.
- **North door:** locked. **Press E:** it answers "LOCKED", in red, at the door. When the right password is typed into the panel beside it, the two leaves slide apart into the wall and the door stays open for good: through going home, dying, saving and loading *(staying open for good is my choice; the card says only that it opens)*. The game saves at that moment.
- **The control panel:** on the north wall, to the left of the north door as seen from inside the room, 2.3 metres from the middle of the doorway. A wall terminal about one metre wide and a metre and a half tall, hung 0.8 metres above the floor: a dark metal body, a glowing screen with lines of writing and a blinking cursor, a lamp bar above the screen, a keypad with a red and a green key, a yellow and black strip along the bottom, and a cable running up the wall towards the door. Screen, lamp and the light it throws are **red while its door is locked and green once it is open**. It is **one prefab**, `Resources/Prefabs/ControlPanel`, with its own small script; every panel in the game will be this prefab, and what a given panel does comes from the content, not from the prefab. *(The look is mine; the prefab can be edited by hand in Unity, or rebuilt from the menu Flood > Rebuild Control Panel Prefab.)*
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- **Press E** while locked on the panel: its screen comes up over the game, and **the game waits** while it is up, as it does for the pack and the journal *(my choice; the card does not say)*. **Esc** steps away at any moment.
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- **The mini-game, "control panel mini game security door 1":** a terminal screen headed SECURITY DOOR 1 with a blinking LOCKED lamp. Short pages are typed out one after another, Enter for the next; then it asks: "Enter the lockdown override password:". The player types and presses Enter. Capitals do not matter. A wrong password: the screen shakes and flashes, says "Wrong password. The door stays locked.", and asks again; there is no limit on tries and no cost *(my choice)*. The right password: the screen turns green, "Password accepted. The north door is open.", and the door slides open. Using the panel again afterwards shows a green screen saying the door is open.
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- **The exposition pages are placeholders of mine, made only of what the cards already say:** page 1, "Emergency lockdown is on. All security doors are locked."; page 2, "This door opens only with the lockdown override password." **The owner writes the real ones.**
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- **The password is a placeholder too: TEST.** The card says it is found in the west wing, which has no card yet; the owner names the real one. Nothing shown in the Dock contains the password (a test checks this).
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- **Press E** while locked on the panel: its screen comes up over the game, and **the game waits** while it is up, as it does for the pack and the journal *(my choice; the card does not say)*.
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- **The console, "control panel mini game security door 1":** a terminal screen headed SECURITY DOOR 1 *(the heading is mine)* with a blinking LOCKED lamp. Logging in types out the welcome text; **Enter** shows the rest of a text at once. Under it is the menu, six lines in the owner's order. **Up / Down** (or W / S), a number key, or the mouse chooses a line; **Enter** asks it. The answer is typed out under the question; Enter goes back to the questions. Lines already asked turn dim. **Esc** goes one step back, and from the menu it steps away from the panel. Only Enter and Esc ever close the screen, because Space is also the key that presses the pack's button item.
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- **Struck-out words:** wherever the text says \*REDACTED\*, the screen shows a bar of light with the word REDACTED cut out of it *(the look is mine)*. The answer to the fourth question is one such bar and nothing else.
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- **"Lift the emergency lockdown"** asks: "Please enter a valid password for lockdown override." The player types and presses Enter. Capitals do not matter. **A wrong password:** the screen shakes and flashes and types out the owner's refusal ("Wrong password. Pretending to be a ... is illegal ..."); Enter tries again, Esc goes back to the questions; there is no limit on tries and no cost, and nothing is recorded anywhere yet *(my choice; the refusal says the attempt "was recorded", so if that should pay off later, tries can be counted in the save)*. **The right password:** the screen turns green and types out "Welcome ..., we will transmit a message to your family of your imminent death ...", the north door slides open and the game saves; Enter steps away.
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- **After the door is open** the panel is green and the questions still answer as before, except two that would now be untrue: "Please open the door" answers "The door to the main station is open." and "Lift the emergency lockdown" answers "The emergency lockdown has been lifted. The door to the main station is open." **Both sentences are mine**; the card does not say what the console shows afterwards.
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- **Small slips corrected in the shipped text; everything else is word for word. Say so to have any of them back as typed:** "take of all of your medical needs" became "take care of all of your medical needs"; "COME BACK LATER\*" became "COME BACK LATER."; "Weather" became "Whether"; "a medical staff" became "medical staff"; "As the situation change" became "As the situation changes"; "require lifting" became "requires lifting"; "in illegal" became "is illegal"; "as soon as / once the communication relay will go back online" became "... goes back online"; a full stop was added where a sentence ended without one. The WARNING stands as its own paragraph.
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- **Two things left for the owner to settle.** (1) The fourth question is shipped exactly as typed, "Why is the emergency lockdown?", because mending it would be a guess: "Why is there an emergency lockdown?", "Why the emergency lockdown?" and "Why is the emergency lockdown on?" are all possible. (2) The welcome text was typed ending "COME BACK LATER\*", with a lone star and no closing quote. It is shipped as "LATER." on the reading that the star was a slip for the closing quote; if a struck-out word or anything else was meant to follow, it is missing.
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- **Words on the screen that are not the owner's (all mine, all changeable):** the heading SECURITY DOOR 1; the lamp word LOCKED / OPEN; the numbers 1 to 6 before the questions; the chosen question repeated above its answer after a ">"; the line of key hints at the bottom ("Up / Down choose", "Enter ask", "Esc step away", "Enter show it all", "Enter back to the questions", "Type the password, then press Enter", "Enter try again", "Esc back to the questions"); and, in the game's message line after the right password, "The north door is open."
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- **The password is still a placeholder: 1234.** It was TEST, but the new text contains the word "testing", and the check that nothing in the Dock shows the password caught it. The card says the real one is found in the west wing, which has no card yet; the owner names it.
- **South side:** no wall. A force field instead: **one unbroken sheet** of faint blue light from end to end, as tall as a wall, between a glowing rail at the floor and a thin one overhead, with a post at each end. The light is brightest at the rails and a faint grain drifts up it, so it reads as energy and not as glass. It is solid: nobody walks through it. Beyond it there is nothing but stars. It is never lowered for the camera, because it is see-through. *(Owner, same day, on the first version, which had upright lines every three metres: "the force field should not be separated to panels. it should be one long force field.")*
- **Your ship:** a small space shuttle, about 12 metres long and 8.4 metres across the wings, standing in the south middle of the room with its nose to the north and its tail 3 metres from the force field it came in through *(size and position are my choices)*. It is made of plain shapes for now. It is solid, and there is room to walk all the way round it.
- **Press E** while locked on the ship, from any side of it: go home. The trip ends, you keep all you carry, your health and air are refilled, the game saves. Exactly what the old "ship airlock" did.