This post is a continuation of a previous blog entry. Our MVP featured clickable, animated switches, but they were not "wired together." This meant there was no way to create a win state or any meaningful interaction! Without interaction, there is no game. Cool XOR gate, but what now? I thought it might be overwhelming to have every single Switch object report its Ready status via an event to the GameManager. Even from the perspective of the cockpit theme, it makes more sense to compartmentalize vehicle functions into different control blocks. In our design document, we brainstormed some of these compartmental functions: Start the reactor (necessary) Concept: Getting powered up Execution: Result: It is necessary to start the reactor before the ship can do anything at all. This is likely the first step a player will always have to perform in order to proceed with the other challenges Defeat the warning alarm (optional) Concept: “car alarm” Execution: Result: By d...