It's not much, of course, but there it is. It's the first screen of a component-based game system built upon Lua and Ogre, featuring a third-person chase camera.
After my previous posts about the beauties of object composition, I've revisited a few of my core concepts. I've come to realize that component/entity type systems all try to implement a sub-set of features common to dynamically typed languages such as Lua. After writing the bare-bones of a object comp. framework in straight C++ using a central message passing framework, I have switched to a Lua-based system where objects are Lua tables populated with components, and all of the logic happens in Lua. Critical sub-systems such as the Ogre interface layer are C++, but the heart of the game is written in Lua.
The next step is to stress test it to determine a theoretical upper-limit to the number of entities allowed. Since Lua is an interpreted dynamically-typed language, there are performance consequences attendant with its use in such a central task.
Anyway, hopefully to update with more details and (of course) better screenies after the holidays have passed. Merry Christmas, folks.
EDIT: let's be honest, here - this comment made much more sense when I'd had a lot to drink.