Right before the Easter break, Genevieve handed to me the scripts for Day 3 and 4, which were all Ink files and even she agreed that the Inky editor was handy to visualize the script its choices. As I started to create Day 3 by copying the game objects from the previous day (and then replacing the background images, text, and button text), I decided to draw out the choices made in the day as I found a diagram of the day's choices to be easier on my eyes as then scrolling back and forth in the Ink file. This proved to be quite useful when making the state machine for Day 4, as the day was dependent on the choices made in the previous day (which I have marked as "Good ending" and "Bad Ending") and each branch in the current day were heavy with choices.
As the Day 5 script was still in development, I asked Aine and Genevieve if we would stick to our original plan of having the ending be dependent of how many times the "Do Essay" button was clicked throughout the game. As much as I loved the idea in the beginning, for the practicality of time (as we only had three weeks left and deadlines are piling up) I suggested it would be best to drop, as this was a task that required time to learn, which neither all of us had. On the other hand, Genevieve and I came with another solution, as she was stuck anyways on what to add to the final day based on the obvious ending whether or not the player passed or failed their essay/year. I noticed a pattern in the choices in that all the days (except for the start of Day 3), end with either a Bad or Good ending that heavily alters how the next day goes. By Day 4, certain consequences make it difficult for the player to do the essay, so Day 5 came be set it up as a way to redeem the player to try to get as much of the essay done as possiblity (which funny enough, is a highly accurate portrayal of most college students getting assignments done last minute).
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