This week I made a script which made the office workers detect if the player was acting aggressive and make them fled or attack him with a variable chance system. After the meeting of monday, Thomas took it over with the rest of the AI.
I also made a chaos meter which is like a measure of how many chaos there is. It has a depletion by time which can be turned off and on. We are planning on linking this with the way the characters react to it (fleeing/attacking).
Another thing I did was fixing a bug that made the breakable mesh spawn a new clean mesh when breaking the old one. I also changed the script a bit so the player must see and stand close to the mesh to break it instead of getting clicked by the mouse button, which was pretty anoying with our first person controls.