*Broke a lot of stuff trying to code the computer terminal
*Added Attitude and Power Grid screens to computer terminal
*Created backgrounds for DTerm computer terminal
*Coded parser interface for DTerm computer terminal
*Created first few modules for DTerm computer terminal
*Finished 170_Derelict_INT temp background
*Implemented room 170 functions
*Linked rooms 150>170

To do:
>Finish computer interaction
>Create derelict surface temp BG
>Link rooms 170>150
>Finish puzzle 6 whiteboxing
*Finished throwable object functionality
*Created PickUp function for objects
*Coded object interactions for puzzle 6
*Added door functionality for room 152
*Design work on derelict
*Started room 170_Derelict_INT temp background

To do:
>Finish puzzle 6
>Code puzzle 7
Just planning ahead today. Last week went slower than I'd have liked,
but some major systems were coded and setup to smooth the way for the
coming development. Feeling very positive about the Interaction Manager,
the toolkit module and the early throwable object code.

Now that I'm back and 100% committed to finishing Jack Houston with the
AGS engine, I feel I'm making a lot of progress toward coding the bones
of the game. These scalable systems are designed to support the needs of
the story as the codebase unfolds.  

Some stuff to look at ASAP:
>Strip sound code from "stair" room, create sound module
>Add throw function to "click on nothing" handler
>Remove inventory item interactivity with exit hotspots

Next on the agenda:
>Code rm145 puzzle
>Code rm150 puzzle
>Create INT temp gfx
>Code computer & ladder
>Code puzzle 6 encounter & convo
Today:
*Removed socket from door graphic
*Added magnetic device object 
*Coded throwable objects

To Do:
>Add throw function to "click on nothing" handler
>Remove inventory item interactivity with exit hotspots
>Code rm145 puzzle
>Code rm150 puzzle
>Create INT temp gfx
>Code computer & ladder
>Code puzzle 6 encounter & convo
Today:
*Created toolkit module to consolidate custom functions
*Created interactions manager module
*Altered VerbCoin script to divert Char clicks to InteractMgr
*Created room 152, setup walkable & hotspots
*Linked rooms 150<>152

Weekly Goals:
>Finish temp rooms for puzzles 4 & 5
>Create inventory items for puzzles 4 & 5
>Code logic & dialog for puzzles 4 & 5
Today:
*Coded smart camera system for Temple entrance
*Fixed volume=0 issue
*Linked rooms 145<>155<>160, 145<>150
*Fixed 145 foreground pop
*Imported & setup room 150
*Created objects for room 140
*Created room 133 interior closeup
*Linked rooms 130<>133
*Created objects for room 133
*Fixed inventory sprites

Weekly Goals:
>Link rooms 130, 135 (pushed back for room 135 re-edit)
>Finish temp rooms for puzzles 4 & 5
>Create inventory items for puzzles 4 & 5
>Code logic & dialog for puzzles 4 & 5
*Re-flow "Malfunction" puzzle to fix story discrepancy in walkthrough
*Code Beached Pod intro puzzle
*Fix scaling in Stone Stair
*Re-code cursor image mode
*Code exit arrows
*Link rooms 140, 145, 155
*Re-code Verbcoin animation for better efficiency
*Edit Temple entrance image
*Setup Temple entrance room

You can find updates for Jack Houston on the WarbirdGames.com blog!