However, the dust is settling a bit now, and though things aren't 'over' by a long shot, there's enough time and mental energy to actually be able to engage with this whole 'making a game' thing.
I promised back in the summer, when our household's gates of hell were opening and spewing forth all manner of evils, that I'd show off a few pre-pro shots to show what I'm aiming for in terms of visuals. Well, things have moved on a bit since then, and not all of it is relevant any more. That said, the mood and tone is still exactly what is intended, so it's still relevant. Here goes:
Actually, no. Since all the unpleasantness has fragmented my time to a marked degree this year, I've taken it upon myself to reconsider various aspects of the game. Most specifically, whether it is 2D or 3D.
I took some time to learn 3D modelling. And now the game is 3D. Splines are being used as I said they would be right at the start, and allow you to move around complex 3D landscapes without having to be a camera-man as well as a game-player.
So, now the game looks like this:
At the moment, I'm re-implementing the weird rule-systems of the game, reintegrating death/exhaustion and status changes, and will then be going back to those regions and 3D-ing them so that they are in the game, with all of their weird interactive bits intact.
It's getting there.
Oh - as an aside, a huge thank you to whoever it was who pointed out I had lost my way. I had. I'm back now.