Afternoon y'all!
Well, this week and the next one will be occupied by me coloring in all the final art for Round 1. Hoping to get it buttoned up and started on Round 2 by the next dev log, which will be really exciting for me! As you can see from the screenshot above, I've started plugging in whatever final art I've managed to complete as of writing this, starting with the static sprites. The animated sprites will be more challenging, but I shouldn't have any problems getting those cranked out soon.

While it doesn't look like much right now, what with the placeholder/debugging graphics, this was an important proof of concept for Sexygons. I worked on this after completing the coding on Round 1. The player can grab any tile, rotate them, drop them, and place them (assuming the orientation is correct). It also prevents the player from putting a tile into an already completed spot in the hex-grid.
I plan on refining this, starting with the first tile piece, adding any special effects associated with manipulating a tile, and then build the puzzle out from those templates. Of course, there will be challenges to completing the puzzle I'm planning on adding, beyond merely rotating a tile and placing it in the correct spot. ;) Stay tuned!
~ZaBoom