This has been a code-heavy week, mainly focusing on scene implementation and the new interrogation system. Our Beneficial Badger as been hard at work making it playable, and of course, since code comes before graphics, for now that's what you get a screenshot of :P
Still, those with keen eyes may notice some of the features it will include, and if not, you should at least be able to tell that there is a lot of code involved. Already the active part of the base code contains more than 16 000 symbols, and there are still more we want to add to it.
As for features, the overall idea behind the interrogation system is that you have a captive that you need to get information out of. Perhaps you captured a bandit grunt and need to know where the leader is, or someone has been kidnapped and you need to know where they have been taken. With this you are taken into a setting not unlike the Private Cell feature in Didnapper 2, with the goal of extracting the correct information from your captive. Believing one of their false answers could lead you into an annoying dead end, or even an ambush. This can be done with the code that's done so far :)
We hope you'll enjoy it once it's ready for testing! :D