Yes, it's like swimming in lemon curd - it takes me forward, but very slowly (and not as tasty). After my little side quest with the prefab area and the tutorial, I spent most of last night hunting down issues on my still growing list. Of the total 319 issues I've found since starting the tests long ago, there's only 51 left . It seems like a lot of them, but many is just like "ISSUE 316: MUS: Fix some scary music in the start area, when you enter the garden" or "ISSUE 090: VFX: Bird VFX at Forest Path is so ugly. Fix it!" and I have only a few ones that worries me.
The next mission will be to replace all animations in my conversations to be triggered by action-scripts. It was stupid of me not to do it in the first place as it's much more easy to replace for example the manipulate low animations timing by changing one script than going through all the conversation lines it may have been used in. After that I'm back to optimizing the forest areas which still are too performance heavy by night. I also might split my Maze, Coal Mine and Round Room areas. They are also pretty heavy. I just can't decicde. Is it better with fewer larger areas that are slow to load or a couple more but faster loading.
I also made a couple of needed placeable models. Nothing to complicated. A machine for the Machine Room, a placeable wooden crawlway to place on the floow/ceiling where a ladder goes up/down and some iron pipes for the Maintenance Room. I throw in a couple of in game screen shots for you to look at.
The summer in Sweden is going toward it's end. It's both nice and sad. I love the autumn escpecially when it's a dry and cold one. And I had my longest vacation since I was a little snotling. Next week it's back to work, and I'm not too excited about the idea :)
Thanks for reading
/A
In one corner there is a machine which is reminiscent of a clothes dryer.
Examine a coal gas pipe with while holding a candle. Intelligence -3
Strange view, but there is a hole in the ceiling.