Update 27/12/2012:The past couple of weeks I've been pretty busy with work and so haven't had too much time to make progress on things, but over christmas I have been working on a couple of different aspects of the game here and there. Like these:
HEALTH BAR:As a general rule I'm trying to find ways of conveying information in the game that are non-numerical wherever appropriate, because I don't want things to get too stat heavy. So, for the player's health bar I've basically ripped off the Zelda heart-container approach - i.e. your health level is represented by a number of icons, but each of those icons also have fractional subdivisions that represent smaller increments of health. I'm a fan of this method, since it's far easier to tell at a glance your overall health level compared with a numerical HP value but also is far more discrete and definite than a single health bar.
Because I don't want to rip off Zelda too closely and also because the standard heart symbol has a whole mess of connotations attached that I do not necessarily wish to invoke, I've tried to come up with my own unique iconography. After filling up a couple of sketchbook pages with doodles I've settled on a simple spiral motif that can be used in the player's health bar and can also be used more generally to symbolise health. In outline it's still a cardioid, but hopefully more interesting and offers an obvious means of representing subdivisions.
For the moment each 'heart' has three subdivisions, but I've set it up both graphically and in the code so that I can change that easily if I need to rebalance things later on.
SETTING:Probably the biggest obstacle to development at the moment is that I can't quite make my mind up about the setting. Previously I was sort of vaguely wandering towards a 18th Century piratey sort of thing. But now, for various reasons I won't go into, I'm considering a slight 'modernisation' to a Victorian/Gothic Horror theme. Note that in this case Victorian != Steampunk - so not everybody will have goggles for no reason. The main change this would require is in the main character's attire, so I've been trying out a new, more gentlemanly outfit for our intrepid adventurer (not finished yet - need to add some details like buttons and a watch-chain to the front of the waistcoat):
I quite like it, but there are aspects of his old duds that I miss.
As may be obvious, I'm terrible at making big 'direction' decisions like this since I'm fairly mercurial in my affections when it comes to particular settings and the like. I might lose enthusiasm for it in a few months and I don't want that to kill the entire project, so nothing is final yet - I'm still just experimenting and would love to hear what you guys think.
GUI DECORATIONS:One of the very first things I did when I started this project was to build a simple GUI system of text boxes, buttons and so on but until now they've been fairly rudimentary. One of the things I was concerned about with the change of setting was whether I could evoke a suitable atmosphere with the UI, so I decided to try working in a bit more ornamentation to see if I can pull it off. The corner decorations and cursor icons are stolen from authentic Victorian book covers and the like.