First two weeks were spent coding the beginnings of an AI system, this was done in Visual Studio and produces a dll that is interfaced into Unity. AI system works with a couple of different concepts, Entities have needs and triggers, triggers are fired when a certain need reaches a certain threshold. There are also Reaction groups that define what actions must be taken in what situations:
Then there is the Object View, where AIobjects are assigned entities. So for instance a NPC character can be a Human, Engineer or anything else. The purpose of the AI modules is to take care of the AI state in the game, while being easy to extend and reusable. Here is the object view:
Other two weeks were spent building the world in Unity, three Modes were made, Placement, Edit and Live. Placement mode allows construction of the level, Edit mode interfaces Unity with the AI module and Live mode is actual gameplay. Once the basic were taken care of I started adding some objects to the game world and setting up the NPC AI for specific actions/reactions. Also alt-menus were added and simple menus for object interaction. The end result looks like this:
There are two short development videos up on the Space Duty page and some images of objects, if you would like a bit more details.
Awesome gui design for debugging and also great job working game play first, graphics later. I think that's especially important working with complex AI. Speaking of the AI, you seem to have diced the states up quite a bit, such as having three states for getting a drink or going to bed. Don't you think the rested state and refreshed state are redundant? Are you planning on having special events for those cases?