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Hello! I know it's been five days since I said I'd post an update - sorry about that.

If you're unaware, my laptop broke and I lost a lot of stuff. Luckily I had just backed up the game, so I've been able to continue development on my desktop computer.

Unfortunately, I lost pretty much everything else, which has made a lot of things really, really difficult the past couple of days. However! I've still have spent several hour developing the game. Here's where it currently stands:

I've completed the back end of the dialogue system (which I've might of said before, I cannot remember), though I'm waiting to connect it to any visuals until later in development. I've done that before, so it's not something I really have to figure out. Plus, I'd prefer to wait on any kind of unnecessary visuals (mainly so I don't have to decide all the hard art style stuff rn).

As well, I've completed board generation. Unlike Pix-mo, I've decide that there are going to be more board types then just a 5x5 square, as the game's going to be played a lot, and I think that's a good way to keep it interesting. As such, I've develop a custom editor that I can build the boards with, and then save them so I can just drag and drop them into the correct scene.

(Visuals are just a place holder for final art.)

That's pretty much complete, and as such, I've started work on the coins. The actual coins themselves are pretty easy, as all I need to know about the object is the type of coin. 

However, there's a bit more behind the scene's that's required.

Both the AI and the player have a "coin cache". These are an invisible set of coins that represent the coins the player can "draw" from their "bag". 

That screen shot is probably all the context you need, but I'll quickly run down it.

The create button takes the number of coins inside each box and creates a cache from them. The randomize button randomized the cache, like it would be inside the game, and the reset button returns the cache to the above state. 

"Maximum Coins" is the maximum coins the cache can have - this is mainly to make sure I don't add too many coins, as the max # of coins equals the spots on the board / 2 (rounded up), as so every space on the board could hypothetically have a coin placed on it without the player running out.

At the start of the game, three coins are drawn. After each turn, another coin is drawn to take the place of the coin the player placed - until the cache is empty.

Here's an example of what a cache would look like in an actual game:

(This is probably obvious, but the "R" stands for "red").

And that's all I have currently done. Now that the cache is finished, I'm going to start on the drag and drop system. I'm trying to think of someway to add sole keyboard support. My current though is to have J, K, and L chose which coin to pick, and then use standard chess position marking (ie, "e4" or "a1"). I doubt that the board will get more than 9 square's long, so there shouldn't be a problem with just using 1-9. If I do end up using bigger boards... I'll burn that bridge when I come to it.

After I finish the puzzle, I'm going to move onto the overworld system. And for the erotica system, I think I've figured out a placeholder until I can save the money up for actual animations. I'm not going to say it yet, in case it doesn't work up. I'm gonna try it out soon, though, so keep an eye out for it.

Anyhow, that's all I have for today! Until next time, stay frosty!

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