I'm going to hide this topic for now, which means you can still use this thread privately, but concerned this level of technical discussion is putting off newcomers. I'll still reply to comments in this thread - Gary / Dark Blue Monkey.
Wow. You're really charging ahead. I'm still in the design phase. I have the overall storyline and a number of puzzles, but I still need some fillers to tie it all together. I'm worried that it might be getting too big to finish on time, as I have a lot of other commitments this month. I've currently got 23 rooms, maybe 50 or more objects and not a single line of code. I'll write it in Inform 6 first to iron out the bugs, then port it to Adventuron.
That's what I did for 'Seeker of Magic'. I prototyped the full game in 1 day, then ported it to Adventuron in about a week. I had to do a lot of messy workarounds, of course, but the process worked well for me. I added the graphics in the second week and did some enhancements and fine tuning in the third week.
The syntax in Inform 6 is a lot simpler than Adventuron, but the workflow is more complicated. I've got it automated to a certain extent. I can double-click on an inf file to open it in TextPad for editing, along with auto-indenting and syntax colouring. I've got custom, single-key commands to compile the game, run it and open the doco in a chm file all from within TextPad.
AND I GET VERTICAL SCROLL BARS! Hooray!