I know it might not be the wisest thing to do about a week before release, but I've decided to implement some major changes in the architecture of how 100RTBD works in order to help me build the rest of the game. While it is true that such changes aren't very gratifying - I barely modified how the game engine works and it won't add anything to the player nor to the 'designer' part of my work - and that it's going to be a bit of work right now, making new rooms will be much easier and less frustrating than it had been before.
In order to purify the scenes I work in - placing blocks, enemy spawn points, etc - I've decided that the Room Controller object would be instantiated by the game controller and added to each scene when you enter them. Then I'll automatically add the right script file (each room has its own script) based on the scene name, instead of having to manually find the RoomControl and select the right file and drag it in. I've also deleted the MainCamera from my scenes and will add one programatically - this doesn't help, but it removes clutter from the scene view. Lastly, I'll remove all my MapTransition circles everywhere you can exit a room to go into another one. Now all rooms will be bordered by 4 huge rectangles that automatically send you to the appropriate room when you leave the bounds of the one you're in. I had to add some code for me to be able to delete some of these rectangles because some maps have bottomless pits, but it's no big deal.
Now I have to basically go into each room and delete the superfluous stuff. I also need to go into each room script and remove a few lines of code. It might take a few hours - and then I'll test the whole thing, probably - but rooms made after that will be much easier to make.
Currently working on: Refactoring the whole thing
Time spent on the project so far: 363 hours