Most of what's been keeping me busy cannot be easily shown off or isn't very noteworthy, but is still necessary to do. Some of these things include:
- Designing the framework for launching customized sessions, ie. game mode selection, mod loading, map list, etc.
- Fixing nagging bugs I left here-and-there (duh)
- Preparing stuff for modding support, ie. custom hud bars for certain weapons (ammo, for instance)
- Playtesting (gathering the opinions of friends and family, addressing issues that come up)
It might be surprising, but there will be an inventory system, mainly to hold multiple weapons at once for quick swapping. It'll go hand in hand with mods and the buff system I added recently.
I'm thinking of adding passive/active items (kind of an RPG/roguelike gameplay element), but I'll have to make sure it's needed and fits the campaign mode.
Expect the first alpha release to feature a somewhat polished form of the campaign mode, also a simpler mode without the sector capturing / obligatory boss fight at the end and the ability to launch custom sessions with levels you've made using the editor.
From there, I'll work on adding more content while slowly introducing the full extent of moddability.
As for when will it reach beta or support multiplayer (full version), i have no proper guess yet, but a free demo will appear somewhere down the line which will have roughly equivalent features to the first alpha version.
My current approximation is roughly three weeks, but there's always things that I forget to take into consideration, so there's the possibility of a September release, but I promise no later than that.
-Dan