One last thing for anyone interested in project organization and the like - My good friend Tim (of Boss101 and Donley Time Foundation) introduced me to Cloudforge and TortoiseSVN. You see, GM:S had recently kinda melted on me (MY FAULT!)- Savage WOULD NOT compile! The last week has been quite the nightmare, pulling my hair out trying to figure out what the heck was going on.
I had been going about managing my backups very stupidly - creating a brand new project file every time I pumped out a new iteration, with titles like "Savage - the Shard of Gosen_a 7-27-2015". Somewhere, somehow, GM:S's streams got crossed and assets were overwritten or deleted. Trying to compile resulted in GM:S not being able to find things like sprites, backgrounds, rooms, or whatever, and causing it to crash when I would try to compile the game for testing.
I ultimately managed to fix things by digging around in a backup's asset directories, and overwriting my working directory's asset folders.
What TortoiseSVN and Cloudforge allow me to do, is have this sort of live project folder that keeps track of EVERY change I make every time I choose to update to the repository created on Cloudforge. If I need to, I can delete my entire project file locally, and grab a previous build from the repository, while also monitoring every single modification made to the project! BRILLIANT!
Things like this have slowed me down somewhat, but I am in a much better (and more stress-free) position to plow ahead.
There's still a lot to do, but the game is getting beefier and more exciting all the time - it's become a ton of fun to run around the worldmap and see what sorts of stages are generated when you run into a baddie or a dungeon!
Talk to you soon, and thanks for the support!