Lately I’ve been particularly productive. I finished refactoring the code to use a ComplexUIEntity base class for all the UIEntities that had other UIEntities as children. I also moved click tracking to the UIEntity base class, and then refactored the Screen Drivers to use the GameState class. From there I changed the GameState class to hold a list of Player records that have their own copies of the information that used to be in the GameState class, which began the process of supporting multiplayer. Finally, I added the functionality to display the player’s gold in the Buy Screen, and have begun working on wiring in the ability to actually buy parts through the UI.