Yesterday, 16:48
(This post was last modified: Yesterday, 16:48 by SweptThrone.)
Week of July 20, 2026
Points of Interest
![[Image: tofmedia21.png]](https://tof.sweptthr.one/media/tofmedia21.png)
Almost a whole year. Woohoo!
This simple screenshot shows off the very initial version of Points of Interest. Currently, I have 22 different PoIs planned which will flesh out the world and give the player interesting things to do and find outside of towns. These are the next step from the clearings and interesting features shown off in the last media post, but are still not complete; no graveyard has a single grave in it.
What the hell have I been doing for the past 11 months, coding a grave? If you haven't been paying attention to my weekly progress reports, I'll try to summarize:
As mentioned in the previous post, I was working on some experimental Garry's Mod servers. What I didn't mention, however, was that I extended the event by two months, and the last server in the event was the largest server I ever made. So large, in fact, that it was actually three servers connected to each other! There was a lot that had to be done to make this work properly and it didn't even work properly when it came out, so it was the sole object of my focus for about a month.
A few months later, Garry's Mod took my focus for another month while I released all of the addons I made for the server event, which required sprucing them up a bit and decoupling them from my server so that they'd work on all servers.
Beyond other projects that took my time, I made two more prototypes for systems that will be in the game. You can read about them on their pages linked. The grand majority of all of this "idle" time, however, was spent on optimizing what I'd already made and making it in a way that's less stupid. At various points in time, props were randomly disappearing, houses were not spawning properly, I was causing memory leaks and infinite loops, and some things were just straight-up not working properly. I decided it was better to make these fixes and optimizations now before I'm too far beyond a specific feature that I'd have to rewrite core parts of the game when it's further along.
I still wouldn't say that I'm comfortable with my abilities that this game requires; I've never really used any game engine in this way before, I've never made a major project in C#, and I sure have never made an actual full game. I'm learning as I go and I'm the only one doing it. I wouldn't have it any other way, but it means progress can seem really slow sometimes, especially when I have things in the real world that require more time and effort.
Thanks for reading this rather long hardly-a-media post! If you want to continue to keep up with how progress is coming along, remember to keep an eye on the SweptThrone Code Circular, which has been updated every week for the last six years.
Points of Interest
![[Image: tofmedia21.png]](https://tof.sweptthr.one/media/tofmedia21.png)
Almost a whole year. Woohoo!
This simple screenshot shows off the very initial version of Points of Interest. Currently, I have 22 different PoIs planned which will flesh out the world and give the player interesting things to do and find outside of towns. These are the next step from the clearings and interesting features shown off in the last media post, but are still not complete; no graveyard has a single grave in it.
What the hell have I been doing for the past 11 months, coding a grave? If you haven't been paying attention to my weekly progress reports, I'll try to summarize:
As mentioned in the previous post, I was working on some experimental Garry's Mod servers. What I didn't mention, however, was that I extended the event by two months, and the last server in the event was the largest server I ever made. So large, in fact, that it was actually three servers connected to each other! There was a lot that had to be done to make this work properly and it didn't even work properly when it came out, so it was the sole object of my focus for about a month.
A few months later, Garry's Mod took my focus for another month while I released all of the addons I made for the server event, which required sprucing them up a bit and decoupling them from my server so that they'd work on all servers.
Beyond other projects that took my time, I made two more prototypes for systems that will be in the game. You can read about them on their pages linked. The grand majority of all of this "idle" time, however, was spent on optimizing what I'd already made and making it in a way that's less stupid. At various points in time, props were randomly disappearing, houses were not spawning properly, I was causing memory leaks and infinite loops, and some things were just straight-up not working properly. I decided it was better to make these fixes and optimizations now before I'm too far beyond a specific feature that I'd have to rewrite core parts of the game when it's further along.
I still wouldn't say that I'm comfortable with my abilities that this game requires; I've never really used any game engine in this way before, I've never made a major project in C#, and I sure have never made an actual full game. I'm learning as I go and I'm the only one doing it. I wouldn't have it any other way, but it means progress can seem really slow sometimes, especially when I have things in the real world that require more time and effort.
Thanks for reading this rather long hardly-a-media post! If you want to continue to keep up with how progress is coming along, remember to keep an eye on the SweptThrone Code Circular, which has been updated every week for the last six years.
~SweptThrone •.-

