Some people have expressed concerns regarding the size and scope of the new game, and it is an indeed a legitimate concern. But in actuality, many features outlined in the design document were either implemented in Heroine Rumble already, or almost implemented, so they are a simple porting job.
However, the terrain system is not. And it is actually a very ambitious undertaking. Note that what I am going for is a fully modifiable, "infinite" (to very large number), procedural voxel terrain. Think Minecraft but with the inclusion of smooth blocks rather than only cubes. Now obviously I am not going for a Minecraft clone but the fact that everything is in a grid will make a lot of things much easier. Not to mention that once it is finished, a huge number of environment and biomes can be generated. Or create your own wrestling-ring/room/building and what not.
Here is a summary of last week's progress:
Rewrote the smoothing algorithm to support smoothing on all sides. I don't know what this is supposed to be. Modern Art?
Here is a cave, some rocks and a "tree." Note that each height layer is very visible.
Here is another attempt at smoothing out the cube layers. Note that smooth blocks and solid blocks are not joined together properly.
Here is a building with both smooth blocks and solid blocks. Light is too bright in this picture.
Combining different chunks together to create one large terrain. With flat lighting on to help debugging.
All in all, I am quite pleased with how the terrain geometry turned out. The ridges right now are too visible for my liking and what I am currently working on right now.