// Brief update //
Switched all of my enemies over to families. Definitely cut a bunch of my code down by a ton and organized everything nicely.
Then I discovered this thread and Tokinsom 's way of using functions with families. I knew that I needed to learn functions and UID's. I struggled with it for a few days and then over the weekend while on vacation with some friends, I sat down with my friend who does a lot of coding professionally. He immediately picked up on C2's syntax and helped me sort out calling a function, passing a long a variable, and having it affect a specific enemy. This cut down my code by at least 10 events! My friend explained how it would be a lot less "expensive" than how I had everything before.
Things are moving smoothly now. All enemies are functional, player is 90% functional (just needs a death animation). Art for the demo is mostly done (just need enemy art). I've sketched out the entire first level design and plan to start laying out the basics in the new few weeks.
// Name change //
I'm going to change the name of the game at some point. "Tomorrow" is just too vague and a poor marketing choice IMO. It is what we originally called it back in 2004, but it just doesn't make sense to anyone who doesn't have a connection to that time period. I was thinking something like "A Small Robot Story" but that's probably too cutesy