Ill try to update this thread on a daily basis, but work sometimes tends to get in the way of play.

Nothing graphically going on so far. Ive been heading back to the 'ol pen and paper, and have been spending some time working out the puzzles. I dont want them to just be 'puzzles for the sake of puzzles', but want them to have a logical reason for being in the game...a logical reason for the working the way they do. Puzzles in the game shouldn't take you out of the game-but suck you in.
So far, the puzzles I have come up with are pretty snazzy (I think at least!), and fit really well in the game world. I'm almost going at it backwards, with designing the levels, and then designing the puzzles to fit into the levels. But I think that if people wanted 'puzzle games', they would play puzzle games...adventure games are about the world, the 'feel' of the environment, the story...I think that puzzles shouldn't 'feel' like puzzles. They should feel like things that the character does in the world to move forward.
For example, a sliding puzzle (where you make a picture) should never appear in a game where it doesn't make sense to have one. Why would someone build a lock that could only be unlocked by sliding some pieces to form a picture. BUT, you could modify a sliding puzzle to be a puzzle that required you to re-wire a keypad.
Im also a fan of having to use a pen and paper and take notes during adventure games, so Im trying to incorporate the 'need' to write things down to complete some puzzles. A combination, or a circuit drawing, or something.
But Im rambling on here! Time to get back to the grindstone.
