So I’ve been working more on the Alabaster graphics — really the main thing that is still left before release.
(Re my complaints back here, I think I have fixed the very worst speed hangup with optimizations in my own code, and then David Kinder has awesomely put in some work that will lead to the acceleration of all Glulx games produced by I7. Graham and I have discussed some further optimizations in the way I7 handles relations that might streamline the behavior of the underlying conversation library yet further, but that will have to wait until later builds of Inform. I am hopeful that the result will be something that remains usably fast even for fairly large games. As I suspected, that involves approaching the problem at all three levels — terps, I7, and the individual library.)
Anyway, about the graphics, I’ve been thinking more about what graphics should do in this game, and about what I like in successful uses of graphics in other IF.