Hey, glad to see there are still some people around here. I thought I was down to 2. I wonder if it works for Zonk.
I get about 90 FPS too -- I think that's the resolution of my timer, so you could be getting more. I agree that it's a bit small. It wasn't a speed trade off for me so much as I needed the space for all of the lights and buttons. Of course, if you are running your monitor at any kind of high resolution (I'm running mine at 1024x768), it will be small. I already have all of the code set up for full-screening the game so it will easier to see. I just need to make a full-screen button, that's all -- maybe when I add graphics options. I might also allow the display on the left to be contractible, though that doesn't address the main problem, which is that of the text readout. That window has to be fairly large, and it is also fairly necessary most of the time -- I can't just have some vial on the bottom of the screen filled with red liquid that empties as you lose hitpoints or something.
Does anybody have any interface suggestions now that the main interface is done? The yet-to-be-updated subscreens are going to be fairly similar (like the status screens are now). I'm completely open to comments.
What have I slated for myself next... hair and nails... color descriptions... creature descriptions... I think the main motivation there was just to do growths. They've been on the shelf as long as anything.
Hmmm.... so I guess it's 3 more mostly-interface releases, then the painful 3D models/liquid pictures release. After that things will finally start taking off again, from the "additional concepts" point of view. A few months and characters will be running around forests, casting spells and wearing clothes! A few months after that and we'll have parties, conversations, caves, and quests -- then will come the frightening task of deciding what will be moved from the Future page on to the Plan page. Hopefully the road will be clearer when we get there.