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Game maker just makes sense for me. It has everything I need to make the game I want without having to write back-end stuff (my brother loves coding servers and stuff, that isn't for me. I like to see the code working :) ). I was writing Java games with LWJGL before GM and what would take me 2 months in Java took me a week in GM. It has limits for sure. There has only been a few things I didn't have (downloading a buffered sound from the internet). I also think they should pivot to a model like UNITY for their payment model. I'd love to teach my students with Game Maker, but I can't because of the cost (and also because it isn't an American company so I can't make them a vendor...). 

I think I've seen a JSON plug-in someone wrote for Game Maker, but the ini files work fine for what I need (KEY, SECTION, DATA). JSON for sure would be more robust and mod-able. Which would be cool to add to this game, but it might be too late because I'd probably have to re-write a ton of stuff. Maybe not though.

The world's locations aren't much right now. They are only the two you've found. My next big push is to create all the location and then start added in the side quests. Finishing with up with the main quest line. The map right now isn't very big either. It will have to get bigger for sure. I am thinking also making BIOMES (like sand, rocky sand, dirty sand) LOL to give the different regions a different flair. The humans group will have a mud brick building style, the Karkadann will have reeds/stick walls (a more tribal feel) and so on. Like I've said before I have lots of work to do :) The human main town will come next, or so my brain thinks now.

Absolutely, use what works. At the time I came from a non-coding background. Tons of serious professionals moved from rolling their own to GM because reinventing the wheel on a lot of essentials isn't cost effective and can be mildly insanity inducing.

Biomes are an excellent idea if only for variety. I'd think, if you were going to explore the great salt basin for example, it might warn you before entering one of the tiles "you are entering the great salt basin. This area is particularly arid so you will end up using more water. Cacti are also rarer. Come prepared."

Alaska is cold, and unless the earths axis tilted after impact it can still be expected to have a cold climate, at least after dark. And deserts can get pretty cold at night to say the least. It wouldn't be unexpected to have some sort of penalty if the player travels at night, or a warning at sunset. Maybe make torches a requirement for further north, or for mountain regions.

The amount of dust after an apocalypse might create regions completely shaded in night. And lets not forget that alaska is known as 'the land of the midnight sun.'

Besides bandits coming at night, it wouldn't be unreasonable to say 'monsters come at night, put up lights!' just like wildlife in the old west, attacking ranches (but what do I know, I'm not a rancher!)

This is far and away from the original purpose of the thread but I have to ask, when did the apocalypse happen? Because by the time it did, alaska could have been developed as any other coastal state (maybe with a very rural, traditional interior. It's a big state after all).

If it happened in the future, theres no reason alaska couldn't have developed say, metros or rails between now and the time that the world went to pieces.