feeling rather unproductive, but slowly trudging along… been learning about and implementing preprocessor directives as i finish off the massive stage progression system update and world section integration, which i am still hoping will work out okay in the end; it seems to be so far the preprocessor clauses should prevent a bit of user (developer?) error on my part when compiling builds and perhaps save a bit of time. things like only building the world map over time during build and just letting it compute in a single frame in the editor may not seem like much, but the time adds up also adding in a notification model to the map for directing where to go and indicating when new sections are available. all pretty standard these daya, but it may take away from the traditional feel of the game or make the experience less explorative then i implemented some logic for setting the marker green for main quests and orange for side. at this point i began to fear i may be adding functionality i think i will need that i may never use time will tell, i suppose it always does