Actually a lot of the interface is kind of a placeholder -- until the game gets further along, there just isn't much sense in fixing a set of buttons and commands. Things change too much from version to version.
Although I don't have the music anywhere near done, I think, say, Ultima Underworld or Ult. VII (Part 2?) had good music along those lines. I hope to invoke more of the Ultima Underworld feeling when I get to caves. There's a lot of potential there.
Um, so, models are done in a very gutter-ass fashion right now. If you go into the editors from the main screen, click on creature models and load the file "human_head", you'll see how I did them. Tragic, in a sense, and it would be better if I just learned how to use a more established product, but in any case, I have my head model. All of the creatures in the game use the same head model, but for every individual, it is deformed within parameters based on species (you can see the deformations in the editor)... I guess I could do the same thing by making an editor that adds information onto 3D Studio files or whatever, but I never learned how. It's going fast enough for me this way, but I guess it makes the game way harder for others to modify. I'm not using a standard format.
Animations are all hard-coded, because they depend so much on the stance of the creature involved. If you are playing the game, you can change your stance under movement options. Then you'll see the problem (even if some of the stances are poorly constructed now). The game just looks at a creature's body part tree and which points are touching the ground and tries to construct the animations from that. Later on, especially for the combat release, I'm going to have to save some more "fixed" data, but I haven't gotten to that yet.