Well its up to Chris, what will happen next. Currently we are prototyping.
Features at the moment are:
-shader model 2.0 only
-quick loading
-quick gameplay even in smaller machines and video cards (good sync handle code)
-very good collision and movement code that works on indoor and outdoor maps too (uses sparky)
-instancing code for map elements, and even animated enemies
-A* pathfinding (uses IAstar in a special way)
-enemies walking around, avoiding smartly the map obstacles
-basic coverage code (partial visibility)
-basic firefight code ( includes the usage of armors, enemy strength, firearm power, firing mode, target distance, target visibility )
-enemies can be damaged or killed, but they dont fight back yet, even they dont know they're wounded. (continuing their tasks while alive)
-material code, after bullet hit we know that it hits the ground, wood, metal or stone object
-Hotline's spark wrapper is included for particle effects
-Basic plot for a sci-fi genre demo using openfps
-some artwork for a rotored scout droid thingie (picture added to the post)
Future plans
-enhancing ai to setup a basic playable situation (a firefight)
-adding group tactics as an above layer of the individual ai (the demo game plot involves tactical fight against groups)
These are planned as a mixture of different techniques, mostly relying on a finite state machine
-adding the shine, enhancing the outfit (fps will drop)
-optimize the code (until fps goes back to the desired level)
-multiplayer coop, that will use matrix1 socket commands
Though, there are some obstacles on the way with multiple possibilities to avoid or remove them. We are considering the effects of choices yet, comparing the pros and cons of them.
No place like 127.0.0.1 .