After a group meeting with our supervisor, the scope of the game has been changed. Because we can no longer present our game in a physical exhibition, we now have to present it digitally, which in this case we have come up with doing it via a website. There was some discussion as to how we would present the game - one option was to embed the game in the website (which would mean building the game as an HTML game and coding it into the website), or hosting the game on itch.io, where the game can be playable on the browser, and the page where the game is being hosted is fully customizable. As for the game itself, we have now reduced the scope of the game to a singular 'level' - now focusing on the quality of the 5 'days' of the game instead of haphazardly trying to create a total of 15 'days' in the limited time that we have.
After that was done, my focus was on finding a way to make the game interactive by changing the backgrounds of each scene in the day. After a few frustrating days, I came to the conclusion that while Ink was useful in bridging the gap between programming and scriptwriting, it was barebones in terms of customization, as that aspect would still have to be done in Unity. As much as I did not like the idea of starting from scratch, I decided (and also informed the group) that the project would no longer be using Ink and will solely use the functionalities within Unity and it's assets (such as the Modern UI Pack and Bolt). To replace the way Ink handles the choices, I used Bolt's flow graph to create a state machine for the two days, with the help of another Bolt tutorial that outlines using flow graphs. Like Ink, the flow graph maps each 'scene' with each other, with a transition that links them from the scene's perspective choice button (when clicked).
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