Another week of development and the work has been shifted towards supporting the story of the character trying to get off the station. I have decided to shift my focus on the story and that the best gameplay approach for this game is to tell that story. The logic right now is to split the story into different paths very frequently, splitting the story into two paths and then merging would allow for 2^n paths through the game and those are some large numbers at relatively low split count. 10 splits is around 1000 different paths through the game, at 20 it's around 1mil different story paths. This would have nearly every player experience a slightly different story, while still sharing the same overall experience.
As for the implementation from the last week, I worked out the logic to allow objects to be quest interaction points; some optimization was done on the AI calculations and that dropped the logic update rate down more than half; two new rooms with corresponding NPCs were added.
Here is the current state of the station:
And finally the Development Update Video: