Well, back to work! Crusader Kings II swallowed me for a couple of days (I couldn't resist seeing if it's as addictive as its predecessor - it is), but I'm now back to full-time focus on code. I've made several changes to worldgen, but I won't be showing them off until my next video, which will be a lot more in-depth than any of the short preview shots I've put together so far. I think it'll be a sort of practice run for a Kickstarter campaign, so I can finally get that rolling; there are several major code hurdles I want to get over before I go through with that, but in the meantime perhaps some of you kind folks can help me to polish up my admittedly nonexistent video-producing skills in preparation for the project.
I'll be tossing up some pictures and info tidbits out within the next few days. I think I may also be adding a development roadmap section to the blog, which I'm beginning to realize is woefully inadequate for the future.
ETA:
Oh, and an important note, for some of you: while I haven't actually set up the init.txt file itself (relatively simple, and it'll be incorporated into the next release), the game's screen size is now completely adjustable. For those of you running on old Cold War-era laptops, yes, you can now lower the resolution. The lowest I've tested it on myself is 80*60 (i.e. 800 x 600, since each tile is 10x10 pixels), but theoretically it should work with even less tiles than that. You can also expand it as desired; I'm running it on 140x90 tiles right now, myself.