With the new engine, everything is exactly where it should be; both from an OOP standpoint and a "good practices" standpoint. Bounding boxes are generated from volumes specified when creating the mesh and creating a menu, or the world, is as simple as overriding the class and creating a new instance of it. I am actually pretty proud with how this has turned out.
As for the game itself, well, I've completely ripped out everything. I've started learning Blender so I can make assets myself, which is hugely important. I've started with trying to make a dryer stack:
As a programmer I don't think its too bad, ugly texturing aside (The texturing I am still working on.) I might have made it too low-poly considering I won't need that many, but oh well. I am pretty sure I can easily expand it if it looks really awful in game. Right now it does, but thats just my poor implementation of a lighting shader.
Speaking of shaders, the preview image for this article is a sort of Anaglyph shader I put together after seeing some of the stuff done by Lunar Software who have some truly impressive visuals. I'm not sure how big their dev team is, but regardless, they have a neat style.
So enough rambling I think, I just wanted to say to anyone that is listening that I'm working on this again. In the future expect more gameplay pictures and a complete disregard for the old ones. If theres any interst in the game engine itself, I'll probably open-source it. There are no industry secrets here.
Interesting :)