Scripting is coming along nicely. I could probably implement Sokoban now if I felt like it (and if I didn’t think of Sokoban as really boring). Although code is fun to write, especially when you have a bunch of little fun tasks like individual script commands, it’s come time to focus on graphics for a while.
One thing I’ve decided is that every stage has in fact two tile maps, one above and one below the character sprites. This well let me do mostly-opaque trees, ledge overhangs, and other useful effects. The bottom layer is the only one used for collisions, so if you put totally-opaque tiles on the top layer, you get a secret passageway. Useful.