When I get back into it, I'm going to start working on fixing the menu system; the first order of business is offering hotkeys, I suspect. The hierarchical menu is just too difficult to use while you're trailing a fleeing pirate and dispensing bullets into his ass.
I could also do with some user metrics; perhaps I'll cut a Windows version this week and start shopping it around to get feedback on the control modes and how I can improve the game.
AfterglowThe editor can select polygons now, but I don't have any UI glue in there to actually modify them. Pfeh! This requires me to go work on the UI framework (XID) that will be underlying Iodine and Afterglow's HUD and UI. Which is really a good thing. You'll like it.
Other StuffI'm also working on a walkthrough for Glow (and later CSRPG 2) for the new IndieFAQs site. The walkthroughs will be posted on my site, and then just linked from IFAQs, like all the other ones seem to be. My hope is that the walkthroughs will encourage some more traffic to the game, and maybe even get people to actually beat Glow; a lot of people can't figure out where the Glow Bomb is because Greenbaumer dies over top of it. [rolleyes]
Playing through Glow again has shown me how far my abilities have come since I developed it, and also exposed an avalanche of bugs I know how to resolve. You heard it here first; I will do a new patch for Glow. Submit your feature requests here.
Also constantly getting distracted by looking at used cars -- the local dealers are all scum, so I'm going to take a trip down to the local fleet-leasing company and see if anybody has returned a like-new Subie.
Welp, off to recommend glaring changes to a product. Fun!