2013 (I'd already done some work before now, but I wasn't recording the work I was doing. If I remember correctly, I started working on this game shortly after the release of Adventure: All in the Game):
4-17-13: Finally started work on the new CommKey GUI, also working on Thalia's walk cycle with her in her "civilian attire".
4-18-13: imported all of thalia's new walk cycles
5-6-13: Mindswap GUI ALMOST works -- at least the basics - fixed annoying problem where animated cursors would flicker between default sprite and animation view whenever commkey GUI was on screen, also created and imported jeff's sprites (including resolution-changing animation)
5-7-13: added dialog about the Venties, added new character (venties emcee, who greets thalia when she first enters the megagame). he also shows up later at the construction site.
5-26-13: misc. -- code for snowscape, text for woods, ravine, ravine top, animating r. kyvist
6-4-13: working on malcolm's animations, wrote his dialog with thal
6-5-13: working on animal animations for kids' room, added snowman sprites
[I started feeling worse around this time, and didn't get any solid work done for a while]

2014:
8-4-14: working on teleporter disk code in various rooms, drew inventory item images for branch, branch with tar, torch, jack-in-the-box, crank, implementing cursor images for same items
8-5: added more inventory items, creating picking up scratched record animation, working on ichabod animations
8-6: finished "thalia gets painted record" animation (need to add fade in/out transitions) misc dialogue and character work
8-7: working on oaf's sprite (from simon the sorcerer), working on castle scene
8-8: misc work
8-9: mostly work with teleportation code and animations for osprey (formerly sea eagle, formerly Loom seagull [too small to pick up jacket], started off as osprey). Decided to move osprey from megagame entry screen back to cliff screen (originally moved from there because it seemed too close to other mindswap animal [sea lion]). Lots of planning on landing/takeoff spots for osprey; Created takeoff (front diagonal) animation, side, front and back flight cycles
8-10: created landing (left to right, right to left, side), takeoff (l to r, front, r to l) osprey animations
8-11: osprey animation work
8-12: finished back landing animations (up, l to r)
8-18 through 8-20: yapok animations
8-21: added fish, yapok (animated!), record, painting, and fish inventory items (animate torch?), picking up/dropping fish animations
[working on charlie's anims during this time]
9-2: worked on castle screen, added leaves to jungle and castle screens, changed overlay "Meanwhile..." overlay+graphic "cards" to GUIs (which makes them much more flexible, and I don't need to add a black graphic to every single screen that needs a card like this)
9-3: added leaf and silk inv items, created and implemented animation of thal taking silk, created and implemented anim of thal starting to pick up leaves (can now do non-blocking fade-outs with the GUI I made yesterday), working on anim of thal jumping back from charlie
9-4: finished and implemented thal's jumping back animation, created clem slipping and falling anim, working on main clem sprite, made slight change to steps to getting jacket (need to attract clem's attention to get him to lift his [heavy] lunchbox from the jacket)
9-5: realized that I've lost all the animations for the archeologist except the walk cycle (kneeling, digging, recording, talking) - need to do them over again
9-6 thru 9-9: redid archeologist anims
9-11: finished and added anims of picking up and dropping pig, created and added anim of picking up jack-in-the-box, adding descriptions of hotspots in shop, added sparkling animation for mirror in shop
9-12: created and added taking painting anims, created Ichabod's Pollock-style painting, working on painting closeup screen
9-16: Both yesterday and today I was banging my head against the wall trying to figure out why the Easy3D effect was working fine in its own game, but was completely distorting the graphics when I imported the room it was used in into the game. As it turned out, setting "Left to right operator precedence" to True was all it took to correct this. Added dialogue for going through Ichabod's paintings, worked on Charlie's introduction scene, started work on placing painting anims
9-17: working on placing painting anim, pig inventory items
9-18: added placing painting anim and pig in item graphics, created picking up mirror anim, misc small additions, finished and added archeologist anims (still need some fine-tuning)
9-19: working on archeologist anims
9-20: fine-tuned the archeologist's "mammal ID" dialog, FINALLY fixed what seemed like an unsolvable problem with the woodpecker in the kids' room (it would randomly keep pecking its tree, never flying off), working on final scene between thalia and dr. chu, adding ichabod's dialog need to add variable for when thalia has found all but one of the suspects?
9-21:finished anims of alex changing from kq3 to kq6
9-22: imported and implemented alex's sprites for the kids' room
9-23: added "handing pig to archeologist" anim, working on archeologist's idle anims, working on 3d room (got numbered pillar to work)
9-24: fixed archeologist's idle anims, created "picking up recorder" anim, suddenly realized that placing a "if (player.loop==X && player.Frame==Y) object[z].visible==false" line in rep_exec is a lot more convinent than a "picking up item" animation than splitting the animation into two loops that play before and after the object turns invisible. I haven't been this inspired in a long time.
[on vacation]
9/29: Decided to make setting the teleportation disk down in the canyon possible (prevented it before because I wasn't sure how to do it). Figured out how to do it (made an int variable for the disk that matched the variable for the room number) fairly quickly. 10-1: added descriptons for most inventory items, considering making resadjust goggles into magnifying glass
have sparks leave his perfume behind??
Had a sudden spark of inspiration: have different responses depending on which part of a character's sprite the player clicks on. For example: if (mouse.y else Display("Clicked on body");
[returned from vacation]
10-5: working on sparks animations on arrival screen
10-6: still working on sparks animation, realized that I accidentally created the same animation twice
10-7: imported spark's animations, working on his introduction
10-8: spent a while working on audio (had to change footsteps code because of the new audio system), mapping footstep sounds to certain rooms, working on anim of thalia carrying torch inside cave
10-9: finished torch placing animation, added footstep sounds for gaming room, created and implemented stepping up/down animations for step in TP room
10-10: created animations for sparks in the construction room, working on implementing them
10-11: added sprites and code for Darm, Irmgaard, the unused Phantasmagoria character, the kq6 room's door, Rusty, Roger (LSL) and Roger (AGS) decided to add additional character to kq6 room - a "gatekeeper", a CGMS member posted next to the door who opens it for characters who don't have commkeys (opens it for Loamy [Lemort's toady] and Roger) - this should be the protagonist from armaeth, who has become a cgms agent on charlie's team (thal can't place his name; he tells her [killian])
10-12: put finishing touches on first underwater scene, created sea grass and bubble animations, imported Malcolm's animations, working on conversation between Thalia and Malcolm, added anim of luella coming out of burrow and anim of luella handing over twig
10-13: created/added rat running/climbing animations, working on anim of thal throwing rope (making rat drop item after thalia arrives on top of ledge now)
10-14: added conversation with Killian, added luella running animation and thalia kneeling animation, finished rope and thalia's rope climbing animations
10-15: created crab animations, finished second underwater room background, working on sea lion anims
10-16 through 10/19: working on sea lion animation
10-20: finished and implemented disk-throwing animation
10-21: finished and implemented animation of thalia leaning over to see charlie's laptop, finished and implemented clem's animations (distant), working on clem's closeup anims
10-21: working on clem's closeup anims, working on osprey anims (grabbing jacket, trying to fly)
10-22: finished osprey "tripping" animation, created osprey's sci animations, got rough mindswap code set up, solves strange problem where osprey would switch back to thalia's view in kids' room by moving some lines to the bottom of room_Load, still trying to figure out why it takes a couple of seconds to change rooms as osprey
10-23: Trying to implement a room using the Panorama module for the puzzle with Dylan's VR helmet. I banged my head against a wall for a couple of hours trying to figure out why the hotspots I put in the panoramic room refused to respond to mouse clicks until I realized that the full-screen GUI with the transparent window in the center was clickable. Making it unclickable cleared up the problem.
Also created, imported and implemented vga hawk animations; working on closeup of thalia's face when swapping minds. 10/24 through 10/25: working on mindswap code and osprey transitions (much harder and time-consuming than I anticipated)
10/26: still implementing osprey's transitions
10/27: "
10/28: Couldn't stop the mindswap GUI from reappearing just before fading into the south cliffs room after swapping minds, then switching back. After much frustration, I tried just making the GUI 100% transparent instead of making it invisible. Problem solved.
10/29 through 10/30: still working on osprey animations (finished flying animations for desert, created osprey icons)
10/31: implemented osprey icons and cursors, working on animations in desert, implementing animations in castle top screen, working on clem's anims (ready to do reaction to osprey)
11/1: added most of clem's closeup anims, tweaked his talk view so his head bobs around more, created and implemented nearly all clem and oaf animations and script, ready to craete clem's reaction to thal snatching jacket, working on lemming animation
11/2:imported lemming sprites
11/3: found and imported osprey calls, imported clem's remaining animations (need to do animation of him following thalia's flight offscreen), created and added animations of jacket falling and thalia picking it up
11/4: created door anims for tech room, created and implemented sledge's animations, added table to tech room
11/5: added closeups for osprey and yapok
11/6: worked on guis for suspect list and glossary (need to add previous/next and back buttons)
11/9: mostly trying to work out how to work with new audio system
11/10: lots of work on minigame on suzy's commkey
11/11: spent most time looking for music and figuring out what music each room needs, spent way too long trying to get an MIDI to loop using AGS's new audio system and ultimately failed.
11/12: found a good midi "soundscape" from Conquests of Camelot to use in canyon scene, created rat noises (based on track from Space Quest 3 [scrapped this in favor of an original effect])
11/13: searching for sound and music for game
11/14: not much work, mostly worked on minigame
11/15 through 11/17: not much work, mostly minigame
11/18: importing r.kyvist's animations, importing record sounds (created sound of the needle lifting from a sound artifact of my great-grandpa's recording of Kermit Schaefer's radio bloopers), importing various music tracks
11/19: importing and editing music tracks
11/20: added sounds for spider footsteps, charlie typing on laptop, clem falls, restore sounds, object dropping into sea, malcolm disappears and laughs; working on malcolm's segments
11/21: added rat sounds, created and added additional rat animations, created and added thal climbing out of ravine anim, worked on ravine scene
11/22: no work 11/23: created plant protest closeup, created and added jack-in-the-box music and sounds effects
11/24: created animation of thalia dropping jack-in-the-box into pit and jack-in-the-box being thrown out of pit, crashing into stalactite and falling; trying to create rooms where thalia involuntarily mindswaps on way to megagame (floating islands using photos of clay models)
11/25: added picking up crank sequence
11/26: no work
11/27: decided on reworking second mindswap sequence (now a room from a game that takes place in the Cretaceous, where dinosaurs are penned up -- thalia ends up in a dinosaur's body and has to escape to keep her own body from being attacked), created and added sound of pig breaking thalia is mindswapped with protoceratops, has to use horsetail to poke neighboring dinosaur to wake it up and goad it into butting side of its cage, knocking pile of bamboo poles over -- she uses one to lift latch on her cage
11/28 through 11/30: working on new room
12/1: added text from sparks and r. kyvist conversations, figured out a workaround to storing an inventory item's coordinates (by storing the mouse coordinates when an item is clicked on).
12/2: worked on prehistoric scene
12/3: added almost all suspects dialogue, some work on intro, added jackalope running anim
12/6 through 12/7: work on Tlotzin's animations for the intro sequence
12/8 through 12/9: worked on Thalia's animations for the intro sequence, implemented most of them
12/9: added tlotzin's intro animations, just about finished section in thalia's room, created animation of thalia putting her hand to her chin
12/10: started work on overlook seal animations
12/11: created seal animations of jumping into water, getting disk, working on remaining anims
12-12: just about finished seal animations, need to work on some finer details before adding them, added character profiles to intro (problem with thalia's last footstep sound repeating when she leaves a screen - caused by her standing frame having a footstep sound attached to it?), implemented knick knack shelf closeup, adjusting music volumes
12/13: ?
12-14: working on sea lion animations, slowly implementing them
12/15: added background worker sprite to construction scene, made graphics for partially filled pits, added most graphics for suspects gui, working on sea lion/crab anims
12/16: implementing sea lion animations, created "mental" inventory items, starting work on animation in screen 34
12/17: working on seal animations (implemented nearly all underwater and cliff animations), spent a lot of time dealing with problems with sea lion's screens (inventory wasn't showing up when Thalia was carrying an item, when I click somewhere on the screen that doesn't have an interaction assigned to it, the sea lion sprite plays a random animation).
12/18 through 12/21: not much work done (traveling); mostly working on waves animation
12/22: managed to integrate full-screen waves animation without resorting to using a huge object by using a RawDraw function described on the forums, integrating sea lion's sea cave animations, working on jackalope's code for the tar pit scene (and various other code)
12/23: implemented sealion diving in from cave anim, worked on tarpit scene, created tar bubbles animation, spent hours redesigning the commkey gui due to a problem where the mouse's graphic kept getting stuck as the pointer cursor whenever I opened and closed the gui (merged 2 guis into 1, thinking this would solve the problem) -- eventuall found a solution on the forums (thanks, Khris)
12/24: edited teleport and plank gui buttons, added theater messages, finished and imported thal's teleportion anims (spent some time trying to figure out why thal would be visible after teleporting to the white disk's room no matter how many steps I went to to render her invisible -- the solution I eventually discovered involved temporarily moving her offscreen), added sparkles to crystals in theatre room (also synced the sparkles to the arrival music)
12/25: added messages to castle top (as well as lemmings variables), spent some time getting the crystals to sparkle randomly without repeating the same anim multiple times, worked on r. kyvist sequence, created anim of r. kyvist taking and inserting crank from thal, created and added picking up metal anims
12/26: added svga anim of thal talking on commkey, created sea lion icons/cursors
12/27: created and implemented anim of thal kneeling, fainting and getting back up, working on mindswapping "rays" animation, created agi commkey anim, decided to leave out the mindswapping closeup, found and added music and ambience for underwater and in sea cave
12/28: encountered some problems with the "rays" animations (couldn't get rays to appear properly on osprey, rays were showing thalia's sprite instead of the osprey's), spent several hours trying to fix these problems
12/29: finally fixed mindswap rays problem, working on kids' room, spent a lot of time figuring out how to get mindswap function to react to objects as well as characters, added reaction to swapping minds with animals in kids' room, misc. work (importing jennifer's sprites, jeff's conversation with thalia, writing dialog for lemort's speech, added mindswap rays to sea lion)
12/30: worked on vertex lobby, just about finished bg, imported sprites, added messages for most hotspots, created and added animation of thalia swapping disks with plant, working on cave entrance (importing critter and thalia sprites)
12/31: working on cave entrance and critter animation, adding critter sounds, working on lounge scene

2015:
1/1: working on lounge scene, created fiber optic animation (from previously created script), replaced chairs)
1/2: still working on lounge (finished and imported chair sprites, working on walkable areas)
1/3: created lounge closeup (plus thalia and dylan animations), working on SQ2 part of intro sequence
1/4: finished sq2 section of intro (except for music/sound), created tlotzin closeup, working on indiana jones scene
1/5: fixed problem where cursor was always visible in intro by making it invisible, almost done with intro
1/6: worked on prehistoric background and animations (finished door opening, poles falling, smoke, horsetail)
1/7: still working on prehistoric scene animations - finished rough versions of protoceratops and pachycephelosaurus animations, starting to add final lines/colors
1/8: added music to intro, created mindswap sound effect, more work on prehistoric scene animations
1/9: finished protoceratops animations, working on pachy anims
1/10: still working on anims
1/11: finished anims, imported them into game, recorded bamboo and "web spinning" sounds
1/12: working on prehistoric scene background and animations, created and implemented proto icons and cursors
1/13: implementing animations, added charlie's spinning sfx (the sound of smushing spaghetti), created model and rough animation of dylan in the vr room
1/14-1/15: no work
1/16: working on dylan shooting anim
1/17: no work
1/18: finished dylan animation, imported and implemented frames, working on animation of dylan giving mindswap device to thal
1/19 through 1/20: working on animation of dylan giving mindswap device to thal, tried to fix problems with the audio sliders (still not sure whether it's worth the trouble to figure out how get the walk speed slider to work)
1/21: implementing thal and dylan closeup, realized too late that I animated thalia picking up the mindswapper in the wrong costume, working on new anim
1/22: finished and added new "picking up mindswapper" animations
1/23: worked on dinosaur room code, working on new dino room
1/24: creating/adding sounds and code for dinosaur room, finished new dino room
1/25: worked on thalia falling after second mindswap animation
1/26: added remaining audio for dino room, still need to fine-tune sounds, working on thal falling anim
1/27: no work
1/28: thal fall animation
1/29: added thal fall and mindswap animations, fixed code for recorder (accidentally imported wav saved at a quality too low for ags to handle, apparently)
1/30: worked on finding rooms for room sequence after thalia leaves megagame for the first time, working on assembling animations for those rooms, working on commkey script
1/31: Finally figured out how to greatly slimdown the code for the Commkey. Previously, I was assigning a different section of script for each individual button which displayed the destintion (square1, square2, etc). I eventually figured out how to get AGS to simply check the graphic of the button the mouse was over by using pointers in combination with GUIControl.AsButton after much trial and "null pointer referenced" error. Also got commkey room transport working and implemented mega-game door animation, working on second mindswap cutscene (adding door anims).
2/1: working on second animation cutscene (close to finished), working on vertex sequences, fixed problem with hotspots and regions not making cursor graphic changed properly (caused by conflict with the regions I defined in the global script, plus an object which I should have made clickable in the same area as one of the regions)
2/2: working on vertex, created animation of thal pulling out VR helmet plug
2/3: created animations for vertex clerk idling, pressing door button, reacting to "chupacabra" by slapping himself on the head before
temporaily passing out on the desk, created final commkey button graphics and rough color concept art for Loamy
2/4: added shopkeeper talking and walking animation plus back door animation, imported music tracks for vertex (4 different tracks that play randomly), strongly considering substituting "fake" FadeOut code for current room transitions in the hopes of possibly stopping stuttering music.
2/5: adding fake FadeOut/In code didn't work, since there is no ePlayerEntersRoomAfterFadeIn function under onEvent, and even if I added a custom AfterFadeIn event, it would run AFTER whatever AfterFadeIn events I had set up for the room Thalia just entered. Fortunately, switching from DirectDraw to Direct3D seemed to make the music stutter less with the basic room fades. I hope that I'm not breaking something that I previously fixed. Also worked on Sidonius' animations and made new additions to his room
2/6: implemented sid's animations, created and implemented messages for his room, added torch-making section of admin section, spent a long time trying to figure out why the text in the admin's room only showed up after the opening cutscene, wrote some text for impostor admin sequence, worked on additional dino room bg
2/7: no work
2/8: created and implemented shopkeeper idle anims, sketched vr helmet gui
2/9: worked on sid and thal closeup anims, finished inset that appears after escaping cage as dino, worked on vr helmet gui
2/10: working on vr helmet gui, managed to get panorama plugin to pan only when the mouse isn't over the vr helmet gui buttons, also solved problem with screen initially panning up by using custom fadein function, WORKING ON SID/THAL CLOSEUP
2/11 through 2/12: not much work (sick)
2/13: finally figured out why thalia's animation would stop when the walk cursor was clicked on a non-walkable area (finally had to ask for help on the ags forums) -- turns out I unknowingly had "Automatically walk player to hotspots" enabled this whole time. X|
Also trying to get the VR helmet GUI to work -- for some reason, I can get the mouse cursor to change to a down arrow when it's at a certain point on the screen, but not back once it leaves (substituting a hotspot doesn't work). FINALLY got it working after about 10+ attempts. Also got hotspots in the same room working after some effort (reading the effing manual really does help.)
2/14: no work done
2/15: worked on thalia's picking up/putting down vr helmet animation
2/16: finished vr helmet animation, implementing, working on transition between game room and vr helmet room
2/17: worked on vr room, added walk cycles with helmet, created animation of thal being ambushed in the admin's room (thal reacting, 2 shadowy figures attacking)
2/16-2/26: no work done
2/27: small amount of work done on adventure room (working on dialog, spent some time trying to find a good font for that room; Rulaman's tools proved very useful for converting the Proggy fnt from a ttf to a wfn), added monster font (from kq7)
2/28: no work
3/1: created adventure door and walking through animations, added typing sounds
3/2: worked on unhandled event script, created returning glasses and writing note anim
3/3: created animation for game room door, added vr gunfight sounds, working on tech room gadgets
3/4 through 3/10: no work done (setting up new computer)
3/11: finished closeup of gadgets
3/12: added admin's inspiring quote, added hotspots for notepad and glasses in knickknack shop, added stone footsteps, edited and imported better dino footsteps, created and imported jacket and resadjust inventory icons, created and added sounds for VR program, need to resize animation of thal pulling vr helmet plug!
3/13: no work done
3/14: worked on sid/thal closeup (thinking of cutting out animations of thalia showing sid the various pieces of evidence)
3/15: worked on animation of dylan and thalia getting down from chairs
3/16-3/17: finished and imported animation of dylan and thalia getting down from chairs (for some reason, AGS acts as if code I deleted from lounge where dylan gets down from chair and walks to the door still exists), added leaf shuffling animation (still not quite satisfied with final result
3/18: problem with deleted code still "manifesting" fixed itself after switching to a different room and back, finished coding scene where dylan leaves lounge, created plug closeup, fixed misaligned animation of thalia pulling out plug, working on evidence cutscene
3/19: no work
3/20: creatd and addded anim of thalia changing into jennifer (haven't tested)
3/21: created loamy anims for kq6 screen, tweaked jennifer's animations, added sounds for the chameleon jumpsuit
3/22: implemented loamy anims, created and added mindswap graphic, added code for roger leaving kq6 room, working on loamy closeup
3/23: finished and implemented loamy closeup
3/24: created audio for lemort talking to loamy over the cabal's "commkey" (used audio from virgil's recordings, those worked out much better than my own recordings), finished loamy cutscene, finished and imported evidence cutscene still, working on anim of thalia entering sid's room
3/25: worked on animation of thalia entering sid's room
3/26: finished and imported animation of thalia entering sid's room, tweaking dialogue during thal's interrogation of sid
3/27-3/29: no work done
3/30: decided to cover the centerfold's "assets" in the evidence cutscene, working on thalia opening closet cutscene, ran into problem with Flash rendering a transparent symbol as opaque white areas (don't know if this is a W7-exclusive problem or not), solved it by checking the "Use runtime bitmap caching" box
3/31: finished and imported animation of thalia opening closet (this sequence was originally going to show a few closeups of her putting on her uniform and boots, but I decided that would take too much time to animate), added sounds for sid's door and thalia's closet door
4/1: changed scene with sidonius so that thal pulls evidence out of her pocket and holds it in front of him as she questions him, working on this animation (created image of perfume vial) and rest of closeup
4/2: working on thalia closeup (nearly done)
4/3: added frames of thalia closeup to game, added perfume inventory item
4/4: implementing thalia closeup anims, implementing sid closeup anims, added perfume spraying sound
4/5: finished implmenting sid anims, created anim of thalia picking up perfume
4/6: added sparkling animation for perfume object, added heap object to construction scene, decided on what variable determines when construction scene is open (opens when thal has found 1 suspect), created vga animations of dr. chu, working on picking up fruit anim
4/7: created and implemented picking up fruit (in uniform) animation, added chu vga sprites, created and added "switch back" mindswap graphic, added backwards walking view for thal, created cutscene when chu corners thal, created and implemented anim of thal taking out tape recorder and reacting to chu fainting
4/8: got rough version of dead gui working, along with "retry" code
4/9: tweaked death scene, created and implemented thalia's falling animation, fixed issue with the death gui disappearing if a player clicks its restore button, then closes the save/restore gui
4/10: working on guide for lounge scene in finale, created and implemented animation of jeff giving blueprint to "jennifer"
4/11: imported villian planet/lasol arrival, created anim of thal entering teleporter code and teleporting from teleport machine
4/12: no work done (sick [food poisoning?])
4/13: added thal's "beaming in" animation for lasol, working on entrances between this room and crater rim, removed the "crawl" aspect of the robot puzzle because it makes it seem like the robot can see when it is technically blind, adding misc. dialog, added comment about the plants' interconnectivity to the plant protesters' dialog
4/14: added glowing effect to lasol transporter, working on finale in vertex, created sounds of lasol critters (owl recording), gave toad in kids' room a green cast to keep him from looking too much like loamy, worked on 3d security droid animation
4/15: added lo-res perfume sound, wrote death tune (simplified, somber variant of atij end theme)
4/16-4/18: no work done [adventure game jam work]
4/19: had to redo 3d lasol creature anim (apparently copying the first figure corrupted the file)
4/20: working on elevator base room (changed color of rock from gray to reddish), created anim of thalia picking up rebar
4/21: added belt to elevator base room (added it as new inventory item to create sling when combined with rock), created rock inv item, created anim of thalia picking up rebar, working on anim of thalia shooting rock at sunlamp
4/22: no work done
4/23: created new display function for displaying inventory messages that match the look of thal's think gui, added music
4/24: adding unhandled_event messages for inventory items, tried and failed to get inventory jack-in-the-box animation to work (sprite ends up too tall to align with existing sprite vertically; no easy way of determining inventory item coordinates), finding and adding more music
4/25: adding unhandled_event messages, fixing problems with osprey turning to look at hotspots/objects, also fixing its transitions, added osprey talk/interact messages, tweaking mindswap gui, modified inventory so that it closes when the mouse clicks outside it, created "inventory on hotspot or object" messages, working with unhandled_event code
4/26: fixed frustrating unhandled_event problem where a message for using an inventory item on an object would play twice (putting return; after the line that made the game run the function in u_e did the trick), adding various hotspots and interaction messages to rooms
4/27: finished and implemented rock shooting and flower poking animations
4/28: working on jean-eric animation
4/29: working on jean-eric animation, created piranha model
4/30: working on jean-eric animation, added robot anims to game
5/1: found/created robot sounds, integrated robot anims, working on recording creature anims
5/2: finished and implemented recording anims, created front view of thal answering and talking on commkey (vga)
5/3: working on villian book, looking up additional names to fill the pages
5/4: working on villian book and robot interactions, adding dialog and working on lemort's computer, fixed problem where save/restore gui appeared in closeup (used || instead of && in "if" statement)
5/5: no work done
5/6: decided to make unknown cabal member that comes to take thalia away if she doesn't swap minds with piranha be kq4 troll (he only speaks in growls over the communicators) - his silhouette should be obvious to anyone who's looked at the kq4 resource files
5-7-15: working on jean-eric's anims
5/8: working on piranha's anims, couldn't find piranha squeaking sound effect anywhere online, so I created my own out of a recording of Widget's (parents' cat) meows (edit: discarded later in favor of squeak toy sound)
5/9: working on jean-eric and thalia's anims
5/10: working on thalia's anims, adding sound effects and code for the villian book
5/11: working on thalia's anims
5/12: Unwrapped my CD copy of Dreams of Rio to get an idea of how the piranha-like fish in this game should sound (couldn't find any sfx of piranhas squeaking online).
5/13: working on thal's office animations (getting up from crouch, getting stabbed, falling down during mindswap, getting up and running)
5/14: incorporating lemort's animations (had to re-render his talking animations, since the subtle "rocking" motion he originally did during them was too obvious in the game)
5/15: adding lemort's animations, working on thal's animations, incorporating them into the game
5/16: implemented thal's run animation, implementing animations, working on fish animations
5/17: finished and implemented door opening anim, created rough version of jean eric's intro scene
5/18: finding sound effects for lemort's office and theater scene
5/19: working on graphics and animations for office (thalia sitting down and getting up, fish splash)
5/20-5/21: working on anim of thal sitting down and sanding up, adding sounds for lemort introduction
5/22: working on anims of main office door opening and closing (and thalia's shadow), working on lemort scene and scene of thalia getting stabbed, adding messages and code to log, adding hotspots to office
5/23: created anims of thal taking and replacing book, tried and failed (again) to get mindswap effect to work without having to call it from repeatedly_execute
5/24: accidentally "broke" earlier mindswapping animation in my attempts to make future anims play without having to call repeatedly_execute (fixed now), created anim of thal taking fruit, created anim of thal getting stabbed by plant, added sounds
5/25: spent way too long trying to get the mindswap animations for lemort's office to work. Gave up trying to get them to work without calling re_exec, couldn't get lemort to talk during the second mindswap animation without him repeating himself later in the scene for no obvious reason, finally fixed problem of frame from previous loop briefly appearing by making the amount of time it appears too short to be easily noticed. worked on post-lasol cutscene and dialog for 3d character (Gus Greenbreeches?)
5/26: added pirahna squeaks to game, finally separated the contents "music and audio" folder I had in the game's resources directory into two seperate "music" and "sound" folders, completed and added third lasol background, completed and added elevator opening anim, added blueprint thumbnail
5/27: added dialog for sledge, finished and added book frames, adding commkey-related text to thalia's room
5/28: worked on small part of suzy ann's dialog, working on animation of thalia on critter, working on final 3d graphics, spent some time searching for thal's 3d model (thalcgshirt)
5/29: finished and implented critter bolting anim, cleaned up thalia's linework for same anim
5/30: 3D room wasn't working right, this turned out to be due to the latest copy of the game missing the files which included the settings for the "camera", which I then copied from an older version. Encountered problem with sprites with alpha channels turning out opaque in the 3D room, hoping this can be fixed. imported thalia listening to commkey sprites, created and implemented thal showing fruit to critter anims, added sound for lemort's doors (from shivers), fine-tuned and imported backgrounds for theatre exterior and lobby, created rough anim for thalia's run cycle (up)
5/31: created and implemented thal running up, diagonal and down anims, redrew books in thalia's room, added shades of grey messages, added messages for vertex receptionist, created and imported final graphics for canyon arcade sequence
6/1: created rocks for canyon arcade sequence, worked on canyon retry/skip gui
6/2: spent a long time trying in vain to get a password-entering system to work, only to realize that I was going about it all wrong, and all I really needed to do was press the action button for the text box and enter a typical "if" statement within the code that is generated. Also worked on lemort's computer screen
6/3: added descriptions to lemort's office, worked on closeup of computer screen, added messages to it, split the two computer closeups into 2 seperate screens due to issues with combining the two in one room, added exit to tech room, tweaked "close window" icons for most closeups (have it overlap the top left corner!), working on anim of thal trying to touch fish
6/4: finished and implemented animation of thalia reaching into piranha tank, created and implemented animations of critter and thal in canyon arcade sequence, fine-tuning canyon arcade sequence
6/5: created animation of thalia being thrown from critter in front of theatre, tossing fruit and standing up
6/6: implemented thrown animation, added text, created and implemented anim of critter coming to a halt and eating fruit, searched for music files for end sequences
6/7: fine-tuned light-breaking and plant-poking sequence from cabal fortress, added sound effects for sunlamp breaking, band snapping and rock bouncing, adding code for chu/alex puzzle, experimenting with iMuse effect for arcade sequence to theatre exterior transition, didn't realize that "static" I kept hearing every time I tried was the plant rustling (I was testing this in the room with the guard plant)
6/8: got synced musc tracks working with AGSmuse module, trying to find just the right music for the theatre scenes
6/9: misc. work, fine-tuning canyon scene (the music was way too quiet), added music for "convincing the plants" scene, plus the two sequences before and after it (after escaping lasol), created anim for taking out and talking on commkey (down right), created and added sounds for critter panting and chewing fruit, working on chu shooting alex anim
6/10: finished most of chu shooting alex anims,. working on anim of thal stopping when seeing chu
6/11: finished and implemented animation of thal stopping, trying to get game to the point of playing through most of it, replaced anims of thal taking out commkey in room with civ versions, fixed annoying problem where commkey wouldn't appear after thalia first tries using it (solved by setting guis to always stay on)
6/12: added admin commkey call and dialog option mentioning that sledge knows about thal's assignment; commkey problem from last night wasn't fixed, had to figure it out, got problem with rooms not fading in and thalia notappearing after using commkey fixed 6/13: more tweaking, fixing problems with torin's passage room, still fixing problems with commkey room transitions, fixed scaling problem with loam's closeup anim
6/14: replaced castle music (change credits!), added music and sound for lemort's office (plus stings for his and the troll's arrival), lasol exterior, the crater, made rough graphic for lemort closeup
6/15: added music for fortress hallway and loamy cutscene, tweaking elements of kq6 screen, megagame arrival and castle, added messages for shops screen, re-added megagame music track that wasn't playing, added messages for mg arrival room, fixed problems with dialog caused by restarting a dialog after asking all questions about suspects, working on anims of thalia answering commkey (civ svga large) and holding up recorder
6/16: finished thal talking on commkey (svga big, from side), finished anim of thal holding recorder and chu shooting it (starting to implement), looking for action/suspenseful music for finale
6/17: working on chu and alex sequence (implemented recorder shooting sequnce), added music for alex and chu sequence, "hearing about admin" sequence and when thalia learns the truth about the admin
6/18: not much work, planning music and room layout for theatre sequence
6/19: added several "vehicles" parked outside theatre, working on castle scene, added music to south cliff scene, adding messages to teleport screen
6/20: editing teleporter, outside cave and inside cave screens, created and added "trying to turn on commkey light" screens, adding music to various screens, decided to change admin call to megagame arrival room (too much stuff going on in the vertex), triggered when thal tries to leave
6/21: added new surprised talk views, added caution tape to teleporter, tested game up to arrival at vertex, added vending machine "easter egg", decided to have sparks' room open after player enters shops screen instead of after finding one suspect
6/22: added messages to gaming room, lounge, sidonius' room, villians' hallway, tweaking 3d model, created and implemented scene of door at end of villians' hallway
6/23: working on textures for 3d room, trying to figure out how to do number puzzle (trying guis, they aren't working)
6/24: figured out number puzzle, working on 3d room (figured out how to use 2d coordinates in 3d space -=- should have read the manual), close to finishing movie showing arrival in 3d scene
6/25: implemented "3d arrival" cutscene using GarageGothic's background animation code (thanks!), starting work on 3d walk cycle
6/26: created and added sparkle animation for 3d puzzle pillar disappearing, FINALLY got mindswap problem fixed (problem mostly due to Magnifier module relying on rep_exec instead of rep_exec_always and GUI not showing up due to being hidden), fixed problem with mindswap cursor displaying "can't swap" message when it shouldn't have and not highlighting over targets
6/27: working on thalia's 3d animations
6/28: fixed some problems in the vertex and gameroom sequence, added interaction messages and gk conversation to sledge, created and added animation of sledge programming clipon and thal taking clipon
6/29: worked on garden scene and gus's model and textures
6/30: created and added anim of r kyvist giving pill bottle, added gus to garden scene
7/1: worked on thlia's 3d walking anim
7/2: found sound effects for alex getting shot and falling, lengthened theatre arrival track so it didn't stop too early, worked on thalia's 3d walking anim
7/3: added icons for belt and sling
7/4-7/6: working on thal's 3d animation
7/7: working on thal's 3d animation, implementing animations into game, working on suzy-ann's room
7/8: tweaking the turning sequences for the 3d walk anim
7/9: working on walk anim (apparently I can't do idle animations, turning animations or shadows with transparency in the first 30d room), working on suzy's room
7/10: created sprites for momo and npc in minigame, imported minigame bgs, starting to implement them
7/11: working on minigame (created icons, working on interface)
7/12: created handheld game model for minigame (and screen overlay)
7/13: got music for minigame
7/14: created minigame npc walk animation and other misc. animations, fixing many problems with minigame gui, implementing minigame inventory, implemented sound effects and unhandled event reaction from Momo (question mark over his head), fixed annoying glitch where momo's view would change to thalia's when changing rooms
7/15: working on inside of house, adding hotspot interactions, fixing problem with minigame inventory gui suddenly not working
7/16: fixed inventory problem, changed object being used for speech bubble with gui, inventory has developed another problem where it doesn't recognize selected objects
7/17: fixed new problem (for some reason, rep_exec_always code that told game which item was highlighted wasn't being accessed from the global script, had to move it into each room where it was being used), created code for minigame and rough draft of game icon and graphics for momo punching and dust cloud from rock, implementing yes/no code
7/18: working on idle anims (svga civ)
7/19: working on idle views
7/20: finished and imported civilian idle views
7/21: fixed frustrating problem with wrong idle views playing when thalia's large view was in use, had to re-model faux gameboy, working on 3D figures
7/22: working with blender, trying to create anims for thalia's transition to 2d and the pixel vortex
7/23: [forgot to log work in somtime this week?]
7/24: working on theatre animation (finished anim of thalia entering)
7/25: implemented animation of thalia entering box 46, working on loamy closeup
7/26: finished and imported first part of loamy closeup (when thal sees grenade), finished thalia's pointing and yellinf animation, finished additional animations for characters in low angle view
7/27: no work
7/28: working with suzy-ann figure (trying to get rough .dae version imported into Poser), worked on scene of jean eric looking at thalia in booth 46, working on anim of thalia falling and grabbing cord
7/29: working on anim of thalia falling and grabbing cord
7/30: working on anim of thalia letting go of cord and hanging onto cord
7/31: added lemort footstep sounds, crowd panicking sprites and some thalia sprites
8/1: added more graphics to theater sequence, created 1st theater midswap anim
8/2: fine-tuning box 46 animations, started work on animation of loamy throwing grenade
8/3: more work on loamy throwing grenade, working on explosion animation
8/4: work on explosion animation, work on jean-eric's box 46 animations, worked on loamy animations
8/5: implementing frames for loamy throwing grenade sequence
8/6: added sound effects to grenade toss sequence, changing direction thalia faces before she falls due to layout of the theatre not working with the previous direction
8/7-8/10: working on various theatre backgrounds
8/11: working on theatre backgrounds, added ogv video of thalia starting to fall out of box 46
8/12: put finishing touches on grenade exploding animation, spent a long time trying to export it properly (for some reason, the first frame doesn't render correctly). Seeing that grenade blow up followed by the explosion of pixels and the opening into the void was the most satisfying thing I've seen in this game for some time. Also working on spark's podium animation
8/13: working on sparks' podium animation (starting to integrate) and theatre bgs
8/15: created scene of thalia looking down at void, implemented sparks' running away screaming animation, working on misc. theatre scenes, looking for sound effects and music
8/16: picking out and editing music, created closeup of thalia looking at void, exported some of jean-eric's anims
8/17: integrating jean-eric's animations and new overhead pit animation
8/18-8/20: not much work done
8/21: created anim of lemort's dagger, edited his existing anims
8/22: lots of sound and music editing, fixed problem where ogv video of thal about to fall displayed a white frame at the end, but only in ags, fixed annoying problem with channel volume not acting the way I wanted it to (still not sure exactly how I fixed it), finished and added new pit anim
8/23: created and imported anim of tlotzin lowering blowgun and talking, working on pit animation and other sprites in group shot
8/24: finished pit animation, added shadows to low angle view (with lemort) nearly done with first major theatre cutscene, starting work on scene where thalia is about to fall
8/25: no work done
8/26: added sledge sprite to shot of Tlotzin, Alex and Jerrod, finished pit animation for scene where thalia is about to fall, almost finished same scene, working on scene of beast leaping (collecting LOTS of characters for bg crowd), starting work on scene of beast grabbing thal
8/27: finished scene of beast leaping, working on scene of beast grabbing thal
8/28: finished scene of beast grabbing thal, woking on scene of beast dropping thal
8/29-8/31: working on sledge, thalia, tlotzin and dylan anims from beast dropping thal scene
9/1: finished thalia and dylan sprites, importing and implementing them
9/2: implementing sledge's animations for beast dropping thal scene, created tlotzin's animations, importing them
9/3: added jerrod walk sprites, working on thal dragging dylan anim
9/4: working on thal dragging dylan anim, starting on sledge and tlotzin's sprites for stage scene, imported anim of sledge opening podium
9/5: finished and imported thal dragging dylan anim, working on bomb model
9/6: working on bomb model (had to redo parts of it multiple times due to Bryce failing to re-open the file)
9/7: more troubles with bomb model, working on scene with thalia's zoom, created code for bomb's timer
9/8: working on animations for sledge, thalia and tlotzin, working on zoom anim
9/9-9/10: working on zoom animation
9/11: just about finished zoom animation, completed animation of thalia turning, working on the various spots she looks at
9/12: created additional pit anim, created whip pan frames, working on anim of thalia giving orders
9/13: created jackalope bgs, working on thalia's animation
9/14: finished and implemented thalia animations, working on "stopping villains" still
9/15: working on "stopping villains" still
9/16: working on jet scene, created anims for loamy and lemort
9/17: spent a long time trying to get a simple room scrolling script to work (in vain, opted to make the room scrolling be controlled by an invisible character instead), created zooming frame, working on jet exploding anim
9/18: finished and imported jet exploding anim, working on outro scene (widened intro bg)
9/19: created lemort's and loamy's animations for kids' room outro scene, starting thalia's closeup anims for vertex (outro)
9/20: working on vertex outro scene (closeup), working on animation of thal turning in chair
9/21: working on anim of thalia spinning around in chair
9/22: implementing anim of thalia spinning around in chair, had to export and re-import all of thalia's 3d walk frames (lost most of the original files), working on 3d garden scene (Gus' rigged model wasn't displaying textures, had to use old one), may have to scrap thalia's turning script, since it doesn't seem to be working properly (thal walks thru walkable areas, doesn't walk as far as the dummy character walks or faces the wrong direction after finishing walk)
9/23-9/24: working on gus's animations, adding code to 3d garden
9/25-9/26: not much work done
9/27: working on 3d garden
9/28: working on 3d garden, added thalia's animations for that scene
9/29: working on 3d maze and garden, removed most sprites from "arrival in 3D" anim, replacing them with much smaller ogv files
9/30: created animations for thalia trying to get out commkey and peeking around bush, closeups for 2d commkey and note working on suzy-ann's model (replaced rigged figure's head with seperate prop with morphs for the mouth, imported thalia into suzy's room scene
10/1: working on anims in suzy-ann's room, created anim of thalia entering and suzy running up, both talking and gesuring and suzy-ann removing collar
10/2: finished arrival anims for suzy-ann's room, adding them to game
10/3: implementing suzy, thalia and gus's anims
10/4: working on suzy and thalia's 3d anims
10/5: found music for Dylan's arrival, fixing problems with outro scene
10/6: created anim for suzy-ann's door, fixed problem with thalia's 2d anims, encountered serious problem with new imported sprites being converted to blue cup images, working on suzy-ann's lab bg
10/7: solved problem from yesterday (removed some frames from 3d idle anims, replaced some fullscreen animations with ogv files), working on lab scene
10/8: added figures to lab scene
10/9: worked on animations for lab scene (thal turning, suzy talking and taking out commkey, thal dissolving)
10/10: working on animations for lab scene (combining main, reflection and dissolving anims)
10/11: incorporated anims for lab scene, working on thalia reforming animation
10-12: working on thal reforming anim
10/13: implementing thal reforming anim, trying to solve problem with idle views
10/14: What seemed like a nearly insoluble problem with idle views not working in room 23 turned to be due to me locking a view frame
10/15: imported anims of suzy-ann climbing stairs, sitting and working on comp, adding lines to suzy-ann's room
10/16: added sound to leaving suzy-ann's room/refoming in megagame sequence (had to split anim of thal leaving into multiple videos due to audio sync issues), added footstep sounds to 3d walk cycles, created and added anims of thalia picking up and talking to suzy-ann about game, added talking anims for thal (17,18)
10/17: working on suzy-ann room anims, working on poster, attemping another playthrough, ran into another problem with large idle animations not working
10/18: fixed idle view problem by unlocking view, working on playthrough, working on suzy-ann's room (problem with thalia's idle not starting in room 87)
10/19: fixed idle problem, working on suzy room, fixed annoying problem with buttons in minigame no longer working, fixing problem with game not responding when entering screen with doorway on it (caused by commkey gui)
10/20: added music to vertex cutscenes, tweaking various parts of the game, had to un-fix a fix with the commkey gui since the fix ended up breaking it, fixing problem where manually assigning sound to thalia's frames gives her the same-sounding footsteps even in rooms where she should have no footstep sounds, fixing problems with idle animation playing where it shouldn't
10/21: tweaking game, almost completed playthrough of Jeff mission (some minor tweaks needed), added music for jeff and jen scene, worked on splash screen
10/22: added mindswap code for various chars, ran into problem with idle views playing footstep sound (problem hopefully solved), created anism for dipping branch
10/23: playing through game (got as far as asking charlie for silk), may have FINALLY found some fitting end credits music
10-24: tried to solve aggravating problem with unhandled_event, created inventory-on-ego messages, working on sid and thal background
10/25: finished and added sidonius and thal screenshot, created anim for picking up centerfold, created anim of thal yelling at malcolm and anim of thal dipping pig in pixels
10/26: created suzy-ann hugging thal animation, added cameo to game, added archeologist variable which I should have added months ago, tested dipping pig anim
10/27: working on outro scene, working on toast scene, added menu buttons
10/28: no work done
10/29: got credits module working, adding credits, checking credits music timing
10/30: trying to get credits to appear as 2 columns, working on bg of Thal talking on Suzy-ann's phone
10/31: trying to fix mindswap problems - way more than I anticipated. also trying to play through malcolm mission
11/1: still trying to play through malcolm mission, working on sea lion section, adding glossary and suspects list icons, trying to figure out how to get credits to display in 2 columns (running into problem with too many overlays)
11/2: playing through kaylef mission
11/3: working on shop, solved aggravating reappearance of a problem where a footstep sound would play whenever thal entered a room just by pasting "walking=false;" in the eEventEnterRoomBeforeFadein section of on_event, working on outro anims of chars cheering
11/4: no work done
11/5: fixed new problem with unhandled_event not handling "I don't think he/she/they" messages for giving inventory items to chars, ran into problem with pointer cursor appearing on desert screen again (hopefully fixed), working on archeologist and yapok sequences, added anims for r kyvist giving pill bottle, adding numerous small details, changed mindswap cursors, fixed another fading problem with osprey screen transitions
11/6: created frames for view of thal wearing coat, played thru kaylef mission, starting on post-meeting-dylan sequence, added messages to lasol, added closeup of thal talking on suzy's phone
11/7: fine-turning dylan sequence, added code that keeps save system from overwriting previous save when saved game count reaches a certain number, added thal interaction messages
11/8: trying to add credits on a series of GUIs since I couldn't get credits module to work, starting on sid sequence
11/9: created anim of rog raising glass, working on anim of suzy throwing phone to thal and thal catching it
11/10: no work done
11/11: imported and implemented anim of suzy throwing phone, fixing problems with minigame, added line about pressing esc to quit
11/12: fixing problems with minigame (they seem almost endless), added cheer sfx to outro
11/13: added music to 3d arrival cutscene and 3d maze/garden, suzy-ann's game, fixing problem with repeating idle views, trying and failing to figure out why idle view plays when thinking gui is visible
11/14: hopefully solved problem with idle views - for some reason, AGS can't tell when the Think GUI is visible or not - had to use the changing text to determine whether it was visible or not; finally played the first bone game to see which character from that game would be a good candidate for suzy-ann's supervisor
11/15: working on sid scene (added music), lengthened credits music, added another cameo, working on credits
11/16: working on sid scene and megagame after meeting him, fixing problem with save ssytem not working, trying to figure out guis close when clicking outside them - apparently this started back in June and doesn't appear to have been caused by adding unhandled event, repeatedly_execute, repeatedly_execute_always, on_mouseclick, on_event, mindswap, general settings or idle view scripts - managed to solve interact problem by removing all instances of changing the cursor to use touch mode, but thalia will still walk to a random location when closing some windows
11/17: tweaked perfume code, still having problems with guis
11/18: still can't figure out what's wrong with the guis
11/19: no work
11/20: still no luck with GUI problem, working on second admin meeting, made it so that no chars appear in hangout room after meeting admin, added cameo, fixing problem with idles
11/21: working on chu scene, added closed sign and variable for shop, added returning mirror script, added hand clenching anim, trying to fix problem with game hanging when changing from computer closeup to lemort's office after reading full log
11/22: fixed lemort office problem, implemented variable that determines whether player has read villian book or not (cheating "easter egg")
11/23: played up to arriving on lasol, working on credits (game hangs for a moment when a new GUI section starts scrolling, this seems to be caused by them overlapping), decided to just use an ogv movie instead when I was unable to solve this completely, recorded sound of thal getting up in 3D
11/24: got new death theme (thanks Brandon!), seem to have finally fixed gui problem thanks to the help I got from the AGS forums, there now seems to be a problem with the "stopping footstep" effect I implemented not playing properly, but it doesn't seem to be a big enough problem to start worrying about (also: heard Lasol ambience for the first time, and combined with the visuals, it's fantastic), working on lasol robot sequence
11/25: no work
11/26: working on crater cutscene (adding sfx), played up to base of elevator
11/27: adding messages to elevator base scene, playing through plant scene
11/28: no work done
11/29: playing through lemort's office, recorded loamy calls and phone beeps, replaced sequence of sprites showing lemort's arrival with ogv video
11/30: no work
12/1: playing through lasol mindswap sequence
12/2: played up to returning to the megagame after loamy and plant scenes
12/3: no work done
12/4: played up to arrival in theatre hallway (chu+alex), finally added extra frame to thalia's thrown animation
12/5: creating different res inventory items, played thru chu section
12/6: found music for trailer
12/7: no work
12/8: added second theatre interlude, working on theatre scene sequences
12/9: fine-tuning outro scene
12/10-12/12: no work done
12/13: minor work on outro done video
12/14: trying to record video for trailer
12/15-12-29: no work done
12/30: adding code for when resconverter needs to appear (after sid)
1/13: working on arrival in 3d room
4/10: some work on trailer
4/12: implementing 3d animation speed button (to help slower computers with the 3D maze scene)
[started feeling worse after moving, work slowed and eventually stopped, no work done in 2016]

2017:
mid-september: finished trailer
9/21: added music for post-explosion scene and final vertex scene, sfx for glasses clinking, changed one of the book series sledge mentions from discworld to ringworld, added chuck the plant to end vertex scene, changed minor issues with outro and theatre sequence
9/22: added text blurb (genres of the gameworld excerpt) to intro, added entries for "the inside" and "insider" to the glossary
9/23: lots of small edits, fixed capitalization inconsistancy with "Gameworld", fixed what i thought was a big scaling issue when thalia escapes from lemort's office - all i really had to do was re-enable a walkable area, added slow-moving clouds to the lasol elevator cutscene on a whim to make the scene a little more interesting
9/24: fixed problem with save system (hopefully), playing thru game, fixing various minor issues (spelling errors, wrong interaction messages, music problems), thinking of replacing current music for the pits screen (current track seems to be peaking in places), cautiously reenabling teleport feature (was thinking of taking it out of the game due to some problems it caused with some rooms)
9/25: still playing through game, got as far as meeting dylan, lots of minor edits, edited pits screen music instead of replacing it, trying to get last cameo into outro, teleport function still not working, got as far as seeing rat and returning yapok
9/26: teleport still not working, added dialogue about swapping minds with the jackalope to outro scene, moved and changed glossary and suspect list icons to make the icon bar less messy,working on new icon, played up to finding jeff and mindswapping with sea lion
9/27: still playtesting (up to luring the osprey closer), took care of mistake that made it possible for archeologist to disappear before she ID's the yapok, as well as another possible conflict with malcolm's appearance
9/28: added lemmings to castle, setting up timers for clem's and the oaf's blinking anims, adjusted archeologist's animaton timer, changed cliff music to stop playing during mindswapping
9/29: still, playing thru game, added descriptions for the crystals, creating gui with shortcut buttons to help in playtesting, testing out progression of construction scene and desert scene, moved thal_idle section from re_always to re (hoping this fixes thalia idling during conversations), added music to examing evidence scene, testing 3d animation speed settings - they work surprisingly well, solve annoying "font 0 not being found" problem that was keeping game from loading (connected to putting save games in a folder in My Documents?) - new icon implemented
9/30: tweaking 3d maze, solved problem with thal's thought bubbles appearing too high by creating a new invisible character and a new function to display the bubbles (since the default [character].Self wouldn't work unless the the main character was the one thinking)
10/1: still working on 3d room, problem with objects briefly flashing onscreen (solved this problem by changing object to an invisible graphic when they should be hidden instead of turning their visibility off - apparently that causes problems), added line about auto-restore being ineffective in 3d, editing 3d maze garden and suzy-ann's room
10/2: working on minigame, added icon select sound, re-recorded and implemented getting up in 3d sound w/ new recorder, made nod anim for minigame npc, added momo and npc to outro scene
10/3: working on 3d garden scene
10/4: trying to implement system reminding player of suspects' status on the gui with their names on it - for some reason, it's not working (got it working after tweaking the "if/else" statements). inventory window not appearing due to a mistake with a misplaced bracket (easily fixed), for some reason i never made the sea lion appear in the right room after mindswapping with it a second time, created and implemented egacoat walkcycle w/ uniform
10/5: rerecorded and implemented "getting out/putting away evidence" sounds, working on sid's room (spnt way too long figuring out how to get his head to move while talking after his head turned to follow thal, was forced to cut down on the animation and use a small workaround)
10/6: tweaking various rooms (esp minigame), created minigame "no" sound, contemplating getting music for menu screen, spent way too long trying to figure out how to get minigame help screen to disappear when pressing 1 while allowing other keys to make it disappear as well
10/7: created screen of castle where castle construction is completed, trying to find way of converting the ATIJ font to a useable Windows font in order to create the credits, eventually gave up - creating the credits as multiple guis, copy+pasting them into pngs and importing them into Flash is simpler by comparison, scanning concept art, compiling unused text for behind the scenes section of website, imported anim of thal taking out commkey
10/8: not much work, found, edited and implemented music for menu, added thalia looking at the suspects list to intro (it does drag it out a bit longer, but i think it's necessary - plus, it explains the glossary), added comments about cgms rumors to anita's and hawkins' dialog
10/9-10/11: not much work
10/12: edited last 3d arrival movie to be slightly faster, added lemmings to theatre (plus one animated one), got around problem of mouse not turning visible in theatre cutscene by replacing cursor with blank sprite - fixing small problems, i should be trying to play through the game to catch more errors, but i don't feel like it
10/13: adding msgs to vr room, added dialog for asking receptionist about dylan, added footsteps to 2 of thal's views, writing out walkthrough
10/14: no work done
10/15: implementing shortcut for megagame, finished writing out walkthrough
10/16 adjusted size of megagame door shortcut icon, minor testing, added lines from thalia so she reminds the player about the dylan "mission" when you talk to her at various points in the game, raised default music volume - teleport function inexplicably works now after being non-functional for unknown reasons
-finally fixed problem with keystrokes not making sound when entering password - had to use a workaround i found on the forums
10/17: teleport function now ISN'T working - did i just think it was working because hitting space was making thal teleport? playing thru game, added fadeout to commkey transitions so button sound doesn't playing with thalia not actually pressing a button, finally caved and asked for help on the forums about teleportation system and arrow cursor not always changing when over exit hotspot
10/18: playtesting, fixed problem w/ shortcut where sound/music from last room would continue in destination room, tweaking osprey animations, adding script that determines whether thal is an osprey or not (21,20,17,24,25), working on credits doc
10/19: working on credits and manual
10/20: more playtesting, tweaking osprey mindswap scene apparently the reason the teleport code isn't working is because i'm working on the game on a laptop?
10/21-10-23: no work done
10/24: more playtesting, fixed transparency issue with resadjust and glasses inventory icons, can't get ravine music to continue once i leave ravine top, don't know why - same if statement works with castle and castle top rooms, couldn't get door opening sound (or any sounds) to play when opening sid's door (although it WOULD play when accessing that scene directly) - couldn't figure out what the problem was, used workaround
10/25: finally fixed problem with ravine music stopping - for some reason, i told the game to stop playing music in the ravine room some time ago, more playtesting
10/26: no work done
10/27: added commentary from sledge after leaving admin for the last time (providing minor guidence), created anims of thal in her uniform for several rooms (exiting portals, stepping onto/off of the step in tp), tweaked header text on death gui (was using different bg graphic when I needed a wider gap, turns out just adjusting the x position and width of the button the text is on is much tidier), for some reason, footstep noises keep playing when they shouldn't during the plant scene, had to use a workaround and mute all sounds before they play and restore the volume afterwards. replaced the cabal's name for the admin ("the king") with "the monarch", played up to meeting lemort, decided to release the game's trailer on halloween
10/28: fixed issue with thal becoming transparent in last plant scene, fixed strange problem where dylan's scaling changed to 49 when he shows up in theatre, cautiously changing "nopuzzle" music from sound to music (not sure why it was a sound in the first place)
10/29: finished "short path" playthrough, starting with long path. no matter what i tried, i couldn't get the wait cursor to temporarily change to the walk cursor when thalia starts/stops walking in 3d - no big loss; fixed mistake in minigame where the game remained paused even if the help screen was closed, fixed problem where text on bottom of minigame screen didn't time out, tried implementing function to make icons appear while on minigame screens, no luck; encountering serious difficulties with switching from thalia to momo, finally got it fixed, almost finished playing through minigame
10/30: fixed stupid mistake in suzy's room (starts walking if not at certain coordinates, walks to those coordiantes, meant to command game to play stop anim when AT those coordinates, not when NOT at them), adjustments to suzy-ann's room and megagame, played up to lemort room
10/31: uploaded trailer, more playtesting, for some reason jerrod was appearing twice as big as he should have been in the outro, ended up having to turn off his manual scaling and put a walkable area under him when adjusting the manual scaling refused to do anything, tweaked thal's idle anims, finished long path playthrough
11/1: fixed strange bug where a midi track wouldn't play unless a certain amount of time had elapsed aftter the previous midi track ended increased save slot # from 50 to 100
11/2: removed walkstart code, but kept walkstop code, resolved timer issue, fixed strange problem where left and righ-clicking only intermittenly worked after 3d section - apparently the minigame guis were still on but transparent, causing interferences
11/4: playtesting, fixed mindswap animation alignment issues and bug where thal would get stuck after taking fruit from lasol's office, thalia suddenly started briefly veering off to the left or right when running towards theatre stairs, changing from eWalkableAreas to aAnywhere seemed to fix the problem, added sound to clem's lunchbox, tweaked idle view anim timing, turned off idle view in non-svga views, played through short path
11/5: made sure walk icon changes to look icon when closing guis when hiding from jeff, changed minigame gui to yes is selected when yes/no gui is opened, tweaked paintings gui, tweaked dylan's turning down volume anim, fixed issue where game temporarily pauses when using shortcut to leave snowscape, added music for luella
11/6: fixed small issue with asking shopkeeper, sparks and archeologist about suspects, encountering issues with pillarbox borders not showing up, trying to lock mouse inside game in windowed mode, running game 2x its actual size for the first time - what a difference!
11/7: tried tweaking code to fix problem with wrong idle anim popping up, fixed issue with luella not walking entire offscreen after leaving thal, decided to add note about how to change walk speed in 3d to the end of the cabal's note, fixed issue where some icons were still disabled after exiting lemort's computer, fixed issue with loamy's head sprite not matchign the lighting on his body in the outro, tweaked capturing villians and theatre ext bg, changed dylan's dialog so that the chupacabra reaction from the receptionist is optional, switching to ags 3.3.3 and setting sound setting in cfg seems to fix sound stuttering problem - may run thru game again in this version
11/8: fixed bug where game would hang if i clicked on shortcut button while inventory was open, fixed issue where r kyvist could be asked for a recording of the music more than once, fixed strange error where there would be a consistently unclickable spot after leaving 3d world -- apparently this was due to leaving a gui open, never certain which one it was, preparing to upload beta of game
11/9: game uploaded for beta-testing
11/11: added genre's crest animation to credits, credits movie turning out too "jittery" when I export it directly from Flash, considering alternatives
11/12: beta-tester feedback - fixed issue with idleview gui remaining visible, fixed issue with replaying 1st-time osprey swap scene after swapping with osrey again, fixed problem w/ osprey's scaling turning on when reentering room 25, enlarged Luella's roots hotspot to be the entire tree instead of just the base, fixed problem with jeff sequence replaying if player clicks on rock again
11/17: fixed issue with r. kyvist giving chu's evidence to thal before finding rat's and malcolm's evidence
11/18: fixed typo in r. kyvist's statement about the rat, added new variable to trigger hint to rat's wherabouts, fixed issue with torch still lit after entering cave when thal says it's out, fixed problem with inventory window opening when it wasn't supposed to (in 3d world, etc), fixed slight osprey animation error
11/19-11/20: fixed another small spelling error, fixed but where thal could swap minds with the fish before lemort shows up, fixed issue with disk being unclickable when placed in any room besides sea cave, fixed problem where thalia could still use teleportation disk without anita (crashing game), fixed issue with icons not appearing after using shortcut gui, fixed problem where thal wonders where osprey went after swappings minds with seal and back
11/21: fixed spelling error on canyon screen, fixed crash that happened when looking at tree after talking to luella and problem with luella scene playing a second time after ineracting/talking with tree again, fixed issue with restarting "what do you want for your medallion" dialog after trading medallion, fixed issue with pickign up the bone twice and the crab scene replaying twice (hopefully), fixed problem where game always stated there are two objects on the tech room table
11/22: fixed issue with critters in construction room not showing up as targets, added hint to password's wherabouts in lemort's office, fixed bizarre bug where pressing ctrl+q made lemort appear in his office, made moving interact icon over gameroom doors change it to the arrow cursor, fixed problem with thalia walking when typing at console
11/23: made clicking hand on recorder while chu is waiting have the same result as using the recorder on her, replaced oberon's sprite with smoother one
11/24: working on website
11/26: disabled arrow key movement in 3d section (thalia glides across the screen if keyboard movement is used)
11/27: adding thal's questions
11/28: implementing credits character, since it seemed to be the easiest option for a smoothly animated scrolling credits sequence
11/30: adding more questions
12/1: after some difficulty, got the questions for thal's dialogue to cycle (instead of all of them appearing onscreen at once) -- it's sloppy, but it seems to work
12/2: working on credits, fixed problem where crest character refused to move at the same speed as the main credits character -- turns out this was because their animation delays were different
12/10: tweaking restore gui so it doesn't open when no saves are available (thanks for the help, arj0n!)
12/12: added new questions
12/27: added hotspot indicators to cursors, fixed problem with osprey being clickable false after castle, fixed problem with cursor changing to up arrow over hotspots in vertex, removed "faceobject" lines in 3d room since they never seem to work properly
12/28: moved animal animation in kids room from rep_exec_always to rep_exec, moved it back due to problems with initial conversation with alex making animations loop indefinitely, fixed some small errors like charlie saying the wrong things, shrinking right region on castle screen, fixing typos
12/29: fixed unhandled_event crashes caused by birds in kids room, unable to fix strange problem with the music stopping in south cliff room after meeting malcolm (only one tester has reported it so far)
12/30: fixed error with disk not appearing when being placed in castle room, fixed two small errors with disc painting sequence
12/31: fixed problem with thal saying there is only one obj on the tech room table when there are two, fixed problem with "ask about suspects" option still being available after finishing assignment (yikes), changed minigame text to say "pres any key to resume" after starting game
1/1: fixed multiple small errors (no touch interaction messages with rock inv item, misspellings, using any inv item on chu during 2nd confrontation results in tape destruction anim, no message when trying to mindswap with critter char, guard plant's baseline was too low)
1/3: fixed problem with horsetail being selectable before it's picked
1/5: changed chose_dialog_option to off after learning about chu from r kyvist, fixed problem where thal would end up on unwalkable area when entering cliffs screen after meeting chu, upgraded to ags 3.3.5 to fix problems with mouse moving too fast in windowed mode, this ended up making the easter egg i planned to include after the credits non-functional. :(
1/8: wrote walkthrough, adjusted osprey baseline
1/14: fixed lack of message when clicking inventory items on torch, fixed error with thal getting stuck when teleporting to disk in cliff room (plus disk remaining in inventory in that room only), fixed issue with thal asking plant if an inventory item is a fair trade for the medallion after making the trade
1/21: had my first real moment of panic when I discovered that the 3d room was no longer working. turned out that this was a bug in the unpatched version of the engine where it couldn't read the required files from the compiled directory; downloading a patch fixed this. fixed isue with icons being visible in pillar closeup, fixed problem with thal gliding to suzy after looking at dino model (I had her start the walk animation " if (player.x!=484 && player.x!=372)" - oops
1/22: saving in tp room, then restoring seems to make the music stop completely when the track ends - replacing the music (a wav file) with an ogg file seems to have fixed the problem, found problem with shops music stopping when entering from north after confronting luella - no idea why - another midi problem? just about ready to upload game


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