On the plus side, it results in a lot of nice Afterglow stuff. I might get the game shell up and running near the end of the week, although I doubt it'll do anything gorgeous. However, the level editor is coming along quite well. I can now place level polygons, which is neat.
The next thing for Afterglow is probably to get the generalized event system up and running and firing events from the gamepad to actors. This might seem easy, but there was a lot of nastiness in Novarunner when it came to routing and firing events (button tap vs. hold events, system vs. actor events, reflexive event chaining). Afterglow will try to take care of this with better primitives, and hopefully the message core of the game will live on for future projects. Pretty much none of the Novarunner code is getting recycled, which is depressing me a bit.
Game-wise, I just ordered Mass Effect and The Darkness, and I've been beating Symphony of the Night again. I forgot how easy this game was originally. I think it gets harder when I hit the massive secret.