Hello! It's been a while but June is finally here — which means it's time to begin development of Pageturner 3 again! In the past week, I took another look at what I'd already accomplished in terms of completing the game. A lot of the infrastructure is there already. But one of the things I'll have to clean up is my use of cloning, which is hilariously bad. You can see how bad it is by looking inside Little Yaga. I didn't understand how to set up Clone IDs, which let you track and manipulate clones individually. Instead, I was using a very convoluted and expensive method where I nested a bunch of if/then blocks to figure out which clone I was pointing to. I'll be using a better method from now on, and doing what I can to fix the old code that's still in Pageturner 3. I'm also moving to cloud variables to help people save their progress. I plan to have implemented the first two scenes of Pageturner 3 by June 7th. I've decided not to post updates on Scratch after all, because I don't want to clog up my Scratch page with more update projects. Instead, I'll be recording my development progress here on this blog. It's going to be a busy week, because I still need to finish up the Broken Minds update, and Methods was just released on Steam, so I'll need to make sure to address any problems people are having there. I'm fairly confident I can get the work for the first week done though, mostly because of my experience with Methods. But we'll see. In any case, this first week will tell me a lot about how fast it takes to implement these scenes. My original plan for Methods was to only release one chapter a week. Then it became two a week. Then alternating between two and three. Pageturner 3's scenes are shorter than a full Methods chapter, but implementing them is a little clunkier because Scratch is not built for a visual novel-style format. There's also the ever-present fear of going over Scratch's insidious megabyte limit, which is nonexistent in the other game engines I work with. It remains to be seen how these factors will influence development, but I'll find out soon enough, and adjust accordingly. Until next time, — LockedOn.