So you know how when you stumble onto a computer in videogames you can scroll through the files and there's always some dorky ass journal file on their desktop? Well, thats what these logs are. Logs are a way for me to ramble off about whatever i want, while simultaneously keeping myself accountable for the progress I make on my projects. Because of this sort of free-writing garbage bin's freedom, I found the txt file to be a fitting file format for each blog. Also, it means I get to avoid html. Will this format be awful? will downloading it from the site put it all on one line? there is still much to find out about logs. ANYWAYS, I want to use my first log to talk about thirtytwo. To put any and all concerns to rest: YES, I'm still actively working on it. Obviously this project has taken an ungodly amount of time and is still not ready to be released, but i hope that talking about it in actual detail on this website will let me just tell people "hey look at the website" when they pester me for updates. So geting into thirtytwo talk, I've been putting a lot of work into finalizing UI and really getting down the final touches of how all the mechanics in the game work. Many mechanics in the game up to this point have been implemented without that final layer of "polish" that assures that the game will work smoothly and without glitches. Firstly, those of you familiar with myst and exploration-style point and click games probably are aware of how these games operate using "nodes" of movement, each with a set amount of walls and interactions, along with an ungodly amount of possible states. The biggest challenge in thirtytwo has come from trying to find a clean, efficient system to manage all the states and animations in each level without leaving possibility for error. (simple terms: making sure that if something is following you from down the hallway, the game knows to render the 'something' from all possible angles). Without getting into it too much, It's not really a difficult task but it has taken a lot of research and testing to try and make it as satisfying as i'd like. Outside of all that technical mumbo jumbo, there's also been a lot of progress on polishing much of the UI in the game. This is probably my favorite part of the process right now because it lets me go online and oogle at old macintosh apps and other neat ol UI's for inspiration. I've managed to implement splashscreens and jingles and B&W gradients all over this part of the game and I truly hope that people find the UI as satisfying as I do. I honestly might upload some of these up to this website one of these days cus jeez they're cool (to me atleast). Anyway, I'll continue to keep this dumbass website updated. Expect more logs before Halloween.