@XIIIthHarbinger Sounds like a productive effort. I'm always a fan of visible encounters, although completely on map encounters have always been my favorite. @Marquise* That's good (the animations and manuscript) and rough (the nightmares/paranoia). Take it easy man, nightmares can mess with your conscious moments too if they are to frequent and vice-versa. @Arithmetician You making an fft-like game? Man, I love seeing all these old school looking games in development, the currently popular paradigms of game development just so rarely do anything positive for me; which is mostly all that's inspired me to try my hand at developing my own in the first place here. I had a dayum good day today, mostly preceded by the fact that I had no actual commitments to keep. Saw my first sign of success playing around with plugins (individual inventory screens for each actor. They aren't functional at all yet but I think I've gotten altering windows down at least now!) and designed a working if basic and lacking graphics hunger/thirst/exposure mechanic using nothing but in engine variables and common events! It's amazing how quickly browsing the tutorial page can reveal useful things, site is loads more supportive to useless amateurs such as myself than I'd ever have expected. Always had this notion in my head that game developers were mostly pretty elitist like players can so often be and it is nice to see that at least in some instances that's a bs perception. On the non-technical side of things I've begun writing plot points and the like. Nothing to brag about as it's all subject to change, just writing backwards from the broadest sense of how I want the story to unfold on downwards, so mostly just floating ideas at the moment because I'm finding solutions and education for solving the technical aspects I had thought would stonewall me from actually doing anything a lot faster than I'd originally thought I would so far.