These past few months I have been experimenting and designing a collision detection and response method that would allow me to configure the objects collision parameters and don't have to implement how it would be handled, and make it reasonably flexible so it would cover most of the kinds of collision response seen in platforming games like Sonic, Megaman, or simpler ones like puzzlers.
This has taken quite a lot of thinking, research, trial and error, and mostly TIME, and will take even more of these, so stuff got delayed (all this when I realised I wanted to not have to bother much with how collision response would behave in Pong! Then i started thinking how to build a unified and configurable collision response method so it would work for the kind of games I want to do, and would save me the trouble of rewriting code or worse, having to redesign my Game Engine).
I'm designing it so it will not suffer from the problem of "tunelling", a frequent problem in game collision detection/response in which fast moving objects will go through other ones, ignoring the collison. This is something that i don't see correctly handled in many games, even to this day, and since I don't want to have to worry with bugs occurring from things that I can avoid by designing against them, I will design with that in mind.
Also, it will feature basic dynamics, so that one can configure object's mass or bounciness, add some speed to them and they'll bounce around like nuts (no rotation though, yet).
I see recent game creation frameworks such as Unity also do this, and i see it as a quite useful feature for an engine of this kind.
On the other hand, I added a list on the side with the projects I plan on doing, which will be updated as I get into them, linking to posts about them, and will ultimately link to the game download.
To break the monotony of not actually making games, I started work on a side project about a game played by writing mathematical equations. I'll post it when it reaches "really fun" status (right now it's only "marginally interesting").