Conditions for winning and losing coded.
Map of inside of a computer completed.
With the above done, I went to playtest the game that I had created and found that by removing the walls and replacing them with objects to simulate the inside of a computer, I had effectively changed the game into a set of very large rooms. The player could easily tell they were inside a computer, with readily recognizable CPU, circuit boards and memory cards but the hunt aspect of gameplay was now removed as most of the enemies were now in plain view.
A few days were spent trying to adjust heights but the look and feel I was going for became more lost with each iteration.
Solution: Scrap the computer idea and go with our enemy manifesting itself inside an environment that is more conducive to having multiple rooms and walled off sections. I decided to go with Server Farm. As a server farm is normally a rather bland room of cream colored and grey boxes, I looked for excuses to add splashes of color here and there and I readily admit that in some areas there is art that looks cool but probably makes no sense whatsoever.

