Right now we are focusing our efforts on getting proper pipelines up for level editing, animations, weapon system and props. This is programmer-intensive work and so the rest of the team have continued nailing down style and conventions for the project. We are going for "heroic-scale" proportions and saturated, hand-painted semi-realism for textures and buildings.
This week has also seen extensive work and discussion to try to nail down control schemes, feature-lists, camera heights and angles, FOV's and level concepts. Making a game is a complicated thing and we'd like to stress again that we are attempting to tie this game together in just eight weeks - a very short development cycle to be sure! That means we have to prioritize and check our course regularly: Are we on the right track? Do we have to cut anything? Have we got dismemberment and ragdoll in yet?
(The answer is yes, on all accounts!)
Personally, I have been busy building level prototypes. I'd like to show you - but I'd be in breach of so many NDA's I'd have to off myself. Be patient, compadres. The revolucion will come.
Have a nice weekend,
//Adrian and the Barely Buoyant team
PS, I don't really speak spanish. Don't kill me.