lol gotcha.
A little of everything? ;-)
Wish I had a programmer again, it was nice to have one for 2-3 weeks at the start :-)
I've gotten farther programming wise- most everything that way is technically done (could be better though, and things like hookshot, and boomerang still need a true programmer as I just can't pull them off myself)
Ledge grabbing is the last real little bit I need to make a plug-in for otherwise.
Artwise- most things are just in process, as I'm moving to a more realistic, not mash-up art style.
Examples are like the ground fog and trees, slightly higher poly counts on the monsters, more townsfolk, and 'grittier' texturing. If you look closely, I have a few transitional textures in the forest- there's several normal grass textures, as well as one with leaves scattered on it, then dense leaf litter for under the trees. When the player runs across a textured area with leaves- leaves will occasionally fluff up and scatter (yay physics and particle effects!!).
I also am wicked behind with rigging- I am, honestly, terrible with it, and since my hdd crash I've not had the courage to re-rig yet, so I'm moving forward with everything else, and am caught-up or past the point I a few months back at least on the coding side- most code's been done in a library format, so that I can click together things like: conversation, store buy/selling, missions, landslides, traps, dramatic spawning, item collection, etc. faster and 'easier' than ever before. I'm.. Trying to be smarter I reckon.
............And technically - areas constitute game sections :-)