First up, I've updated my SAT code to precalculate all the unique normals for the Shapes::Polygon class to speed up (in theory, no profiling done) the SAT tests by reducing the number of projections.
This all went horribly wrong until I realised I was storing the normalised vectors of the unique edges and had forgotten to (-Y,X) them to create the actual edge normals. It was a weird one to track down because quite a lot of the shapes in the test level have at least one side at a right angle to each edge, so it was only one edge of the few shapes that didn't that were colliding wrong.
Next up, since Pod is writing its config files to the user's AppData folder, I thought I better find out how to write installer/uninstallers in order to be polite.
I remember HopeDagger mentioning NSIS ages ago when he was distributing Membrane Massacre so decided to have a look. Very impressive indeed. Took about two hours from downloading it to being able to create an installer that optionally creates Start Menu and Desktop shortcuts as well as cleaning up properly when the uninstaller is run.
One bit of weirdness though - I created an icon for the game using IcoFX that contains 48x48, 32x32 and 16x16 versions. The smaller icons were shrunk inside IcoFX from the largest and look really good since IcoFX does such a good job of shrinking images.
In Windows explorer, if the view is set to small icon, the 16x16 from the icon file is used and looks hunky dorey. But in the Start Menu, and also in the Add/Remove Programs list, it is not used and it looks as though Windows is doing a run-time shrink of one of the bigger icons as the small icon here looks really patchy.
[EDIT] Never mind - seems it was somehow not updating the icon when I saved it for some reason. When I deleted and recreated the icon, it started magically working. [/EDIT]
The next thing I want to think about is how a level is going to end in Pod, so that I can basically start putting the overall structure together. Once that is sorted, I can put in a placeholder start menu system and basically have the whole overall game structure put together.
At that point I can start just dropping in new features to the game as I come up with them.