Blackmask is still rolling forward. I've been sketching UI stuff before jumping to the pixeling. Making a readable and interesting User Interface is a new challenge for me, that's for sure.
Adam's fixed up most of the swimming movement on the programming side. Cole can now swim in deep water areas. Now he's working on enemy AI for the stealth stuff. From what Adam told me, he has a good grasp on getting enemies in specific behavior states. Once the tough part of getting some enemies running around, reacting to Cole's Actions finishes, he'll shoot for some Boss work.
We need to meet up some more to discuss some details about where to publish the game. We're scrapping up a website that'll be a home base to download a playable demo. I'm also scouting out for spots to get people hands-on with the game such as gaming conventions, retro game shows, or tournaments. Plus I'm reading up on the tangential game publishing things that are needed like the requirements for publishing on Steam and Good Old Games and what other platforms would be good to publish on.
If you wanna hear about my other doings, you can hear from me on my website.