The Usual Snail-Like Progress
Been coding up the changes to implement the "edit subdivision" feature of my editor. It's been going pretty well. There's a few more code-holes to fill, then I can integrate it with some new menu commands and try it out! Hopefully that'll take place tonight.
What, Fancy 3D Graphics Aren't Good Enough?
I know, I know, what is the world coming to? Well, arguably, my engine hasn't really demonstrated any "fancy" 3D graphics yet either. But anyway, I had some blessed moments of inspiration regarding the gameplay mechanics of the game that will eventuate from this project. I had the basic idea of 3D platformer with shooting involved, but I was really hesitant to go down a path that has been done to death. Luckily, a wonderous brick of ideas was dropped on my cranium at work today, so I quickly jotted 'em down and emailed 'em home. The ideas are basically continuations of directions I'd like the game to take, but was unsure of how to go there. I'm not going to reveal them just yet, but suffice to say that the gameplay-style is beginning to look like a 3D Doukutsu-Morugotari (cave story) with some basic puzzle-solving elements and lots of exploration.
Most likely I won't have the time to add all the features that I dreamed-up today, but needless to say that I'm much happier with the gameplay direction as a result. What actually makes it into the game will boil down to what's doable by (roughly) the end of the year.