Overload

I will have to admit that keeping track of what has been done so far has been trying. I have decided to document more of the process locally so that a month from now, I don't remember where something is, what it's purpose was or minimally.. why it existed.
I noticed this the other day when trying to determine how and where I had set up a prefab object spawn challenge. At the time, for a simple proof of concept I created the spawn script and dropped in a prefab to test it. Over time, scripts were added to the prefabs to process the collisions, methods were added to the original code, etc.. Then I moved on to something else.. Months later I returned to the original spawn challenge to change the spawn object and for the life of me, I could not remember what I had done months ago. Possibly old age, possibly too many things in too many places or just plain old "too many things at once". This is where the documentation comes in handy. Something to reference the mindset and process I was thinking at the time. Granted, this is just one more thing to do but I have found it useful. Scribbling notes on paper can lead to mountains of unsearchable documentation so I have opted for something codier. I do have an app I have already written for this purpose. The data is encrypted and the app is already available. This is what I am using. At the current time it does not however offer embedded screen shots so it needs to be a bit wordier in format. After a while, you really start to wonder about the ROI of this. (and numerous other things) Is it better to keep plugging on into a deluge of things that are possibly not worth the time, reward and effort or do you just come to a decision to end mayhem? This is something to be answered at another date. currently there are too many other things on the plate. heh.