Devlogs
Devlog02: Sprint 2 completed
๐ Sprint 2 Complete!
Excellent work! Let's document what we've accomplished and prepare for Sprint 3.
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Sprint 2: Activation System - DONE
Deliverables Completed:
1. Architecture โ
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IActivatable interface (clean contract)
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ActivatableObject component (Observer Pattern)
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Single VisitManager managing entire system
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Event-driven architecture (decoupled design)
2. Features Working โ
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Buildings activate based on visit thresholds
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Multiple activation types:
- FadeIn โ
- ScaleUp โ
- FadeAndScale โ
- Instant โ
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Multiple zones support (different areas of the world)
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Progressive building appearance (revisiting zones spawns more)
3. Code Quality โ
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SOLID principles followed
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Observer Pattern implemented correctly
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Comprehensive debug logging
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No compiler errors/warnings
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No runtime errors on play/stop
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Helpful comments throughout
4. System Robustness โ
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Auto-creates VisitManager if missing
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Handles shutdown gracefully (no null errors)
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Persists between scenes (DontDestroyOnLoad)
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Supports save/load architecture (future-ready)
๐ Sprint 2 Metrics
Files Created: 3
IActivatable.cs
ActivatableObject.cs
VisitManager.cs (updated)
Lines of Code: ~450 lines
Design Patterns: 2
- Observer Pattern (event subscription)
- Singleton Pattern (VisitManager)
๐ What We Learned
- ONE VisitManager manages everything - not one per building
- Zone IDs must match exactly - case-sensitive strings
- Observer Pattern decouples buildings from manager
- Shutdown order matters - defensive cleanup prevents errors
- Auto-creation improves developer experience
๐ธ Demo Setup Working
Player drives through zone
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Visit count increases
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Buildings activate with smooth animations
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World grows progressively
Perfect foundation for Sprint 3! ๐๏ธ
๐ Sprint 3 Preview: Player States & Interaction
Sprint 3 Goals
Add the ability to:
- Exit the car (press E to get out)
- Walk around on foot
- Interact with buildings/NPCs (press E near them)
- Enter the car again (press E near car)