Hey thanx
Cleveland Mark Blakemore, wow that was unexpected.
Yes, you're right. I'm working on adding more features & props, especially for indoor environments which look a bit flat at the moment.
Just happy at the moment to see the basic premise, playing like M&M with a bit of Eye of the Beholder, is getting met with every update and be welcomed.
Thanx for the feedback, man, greatly appreciated!
Purely in the interest of offering you some of my feedback from building demos in true 3D myself to capture the original charm, I want to tell you I have been down the exact same path you are on right now and kept running into the brick wall of budgetary limits when it comes to creating all the 2D resources for the frame animation, just as you are doing. Any way you slice it, it seems so expensive both time and money that you keep using your demo monsters and NPCs which is a limited subset of what you really need.
Each time I have come to the conclusion that the only way an indie author could possibly hope to surmount the demand for a dedicated artist to draw all the animation a frame at a time the way Monique did, is to use component 2D animation with Spriter or Spine and import to native. All you need is one set of 2D components from the artist and then you or he can generate amazing 2D animations from that original set at a fraction of the cost in effort and time. You can animate heads bobbing, eyes blinking, limbs attacking or defending with various weapons and appliances which can be attached at run time. You can make the dragons tail wave and his claws reach out without having to do all that frame by frame.
I have tried lots of experiments myself and have reached the same conclusions as you - you have struck on the best way to do the blobber engine in true 3D. If you use 2D animation tools for your monsters you can get away with one static sheet of components but end up with the most impressive animations for the creatures with a lot less work. This is what I have decided every time I have experimented with the front facing sprites like you have in the grid blobber. The thought of doing frame-by-frame again is so depressing I never get as far as you have ... but using modern 2D animation tools even an indie could end up with more impressive results than Lands of Lore or Might and Magic for creatures. Stonekeep used rotoscopy for its 2D creatures and they looked awful but a modern blobber using 2D anim utilities to generate the creatures could look incredible.
This may spook you or sound too ambitious but if you took the engine you have now and added these kinds of 2D monsters and NPCs you'd have something really awesome looking on a low budget.
I will probably end up using real 3D creatures in my next blobber but add a toon shader to make them look old skool. I still am not sure that it will look as good as what you have right now.