One of the reasons I chose TADS as the platform for my games is the versatility and level of control it gives authors to craft particular scenarios. A skilled programmer can do just about anything in an elegant, efficient manner.
Not being anything even remotely close to a programmer, I can also do just about anything, only in a clumsy, bloated, repetitive and infuriatingly lengthy manner. My code’s a goddamn mess, is what I’m getting at.
Anyhow, stuff should flow smoother for the other two chunks, and I’m pretty happy with how this part turned out. I’m trying to speed up to get this done this year, but unfortunately, real life work is mounting as well so… we’ll see. That’s about it for now.