Well, I decide I should take a nap in the later afternoon, set an alarm for 5 hours, apparently my body didn’t care much for the idea of getting only 4 hrs sleep being up for 36 straight, and it had other ideas. I didn’t start until nearly 7pm Saturday, and it’s not even midnight Sunday yet, so plenty of time left. My progress so far feels pretty feeble, and I had a hard time getting and staying focused and on-task.
Screenshot, though it’s not much different than my last post:

I certainly didn’t make any progress while sleeping for the last nine hours, and I don’t feel like I made as much progress as I could in the first 20 hours either, so I’ve got catching up to do. At this point, strong odds I will either be feature-poor or content-poor. My time so far has been divided pretty evenly between code, content, and sleep. As I’ve mentioned in my previous post, almost all of my programming so far has been integrating bits of code from different projects I’ve worked on this year; I’ve been re-learning OpenGL, as I hadn’t worked with it in years. Most of the code may not be less than 48h old, but all of it is less than 48 days old, and I pulled out bits from across half a dozen projects. I’ve now got basic management of assets, game objects, game entities, and audio, as well as rendering tilemaps, cloud layers, and animated sprites, and in the tool-box are generic implementations of FSMs, perlin noise, and A*. Everything so far can be referenced by a name string, for the sake of one of the biggest final pieces – the cueing language. With that groundwork laid, and some systems already responding to cue events, the cueing language itself should not take too terribly long. Unfortunately it’s the biggest but not only piece left, also need to implement monsters, equipment, entity controllers, saving and loading of game state and loading from descriptor tables of monsters, items, equipment, and map definitions.
So, uhm, yeah. Lots to do. And vanishingly small time left over for content… might be wise to ditch the cueing system and focus on more content for a simpler action/adventure game. I’ll think about it over food.
:edit: the meatboy animation set so far. Each I make seems to get worse than the previous. Meatboy