So yes, work is still progressing well. Tutorials are in. The starting area is more or less complete. Work has begun on local co-op. Tiles for the later areas are starting to roll in and they are looking fantastic. The very last area especially is looking very tasty.
I've been trying to work on some of the more boring stuff like Xbox controllers and profiles, loading and splash screens, XNA best practices and other things. I learnt during development of Gravsheep to get that stuff out of the way as soon as possible, as putting it in at the end when all you want to do is release the damn game already proves to be a drag.
I've been trying to figure out whether we're still on track for a November release, and I'm still as yet undecided. It all really depends on how much time I get to work on the game - but I have a feeling that while the game will definitely be out before Christmas, it may not be as early as November. Having said that, if we used November 15th as an arbitrary release date, we're still only just over halfway through development time. And if I'm honest, the game feels about half-done at this point.
So there you have it, folks. Dysnomia is officially halfway through development. Time to update the Wacky Idea-o-Meter!