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!