It's been slow progress until recently since I've been out getting a proper job (hooray!). However, I've set up a repository on github to house the engine as I work on it, which you can view here:
https://github.com/raggy/chomp/At the moment, it really doesn't do much that's very gamey. I am happy, however, with the general layout of the engine. Game objects are split up into components. Each component can subscribe to named events. Now, the events could be obvious things, such as keyboard or mouse interaction, but also less immediately-obvious things such as timers. In this way, a timer could be used to implement the main logic update.
I've also done some work into a basic SVG path-animation tool to use for the game. I'm trying to keep it as bare-bones as possible (since it's proving to be quite a lot of work). The basic idea is to import an SVG, which will then become the basis of the animation. From there, I can add named animations (e.g., "run", "jump", "stand") and, by moving the cursor along the timeline and moving the path nodes, create animated vector art. I'm planning to use a custom format for exporting the animated vector art, though, which uses JSON for simplicity and will tie into the engine nicely.