I’ve reworked the placement UI a bit. Now the Place tool and the Shovel tool sit in a 12-slot toolbar like normal, and the extra UI that shows up while in Place mode sits above the bar. I’ve reorganized the buttons, too, to add two new buttons — one to reset the rotation & facing to their defaults (the red circle-n-circle icon), and one that shows the current selected shape in icon form.
Eventually I’ll get to a tutorial mode to explain how to use this stuff, and build in Survival-type constraints to what you can build. Theoretically the trees should never be buildable by a player; like in Minecraft, you can’t build trees. You gotta plant them and wait. At least, that’s the plan.
Right now you can use the buttons. Me, I use key bindings — change shape via PgUp and PgDn, rotate with the arrow keys, and change textures with + and -. There’s a few other handy keys: Home moves to the first shape and End to the last one (shape choice does not wrap around), while * and / change the texture by steps of 16. Having the in-world preview is a HUGE help here! I’m glad I spent the time to get that working.
I’m tweaking the Kickstarter campaign today, and planning to launch it. What I’ve got is a sandbox game with a few additional elements. The goal is to make this into a game — to add solid gameplay. Crafting is “cake”-ish; at least, I can add clickable game objects into the world, and dynamically present UI. I’ve got a working JSON library, too, in which to store recipes. Over the next few weeks, that’s what I’ll be adding to the game — along with continued bugfixing and tweaking, of course.