Creepers gonna creep.
The swordsmen, I can probably take, but the three shaman are probably going to mess me up. If they don't murder each other first, that is. The red goblins tend to have unstable tempers.
I've been getting back into it. I came to a realization some time back. I tend to step away from my game projects whenever I start thinking about or working on UI. I hate UI programming. It's just so tedious. This time around, I started working on the map screen system, and I just sort of dribbled off.
I think the main problem is that I just don't have a "system" for UI programming. For gameplay and engine work, I have my ways. They might not necessarily be the right ways, or the best ways, but they work for me. (They should work; I've been doing them for long enough.) I can usually get a gameplay demo or prototype up in a matter of days, using the various tricks and designs I have grown accustomed to. But I don't have any tricks or designs to facilitate development of UI. I can not rapidly iterate on UI designs, like I can on gameplay designs.
As far as gameplay goes, I'm still sort of hemming and hawing about how I want to manage the whole base-camp + mission map thingy. I've got a few days off work, and I'll likely spend most of it re-familiarizing myself with various systems. And maybe I'll sit down for a real serious think about how I can more comfortably fit into the role of UI designer.