It's been five months since you last heard from us in July and we've been hard at work in the meantime. We're still working diligently towards our first true beta 1.0 release, but a lot has already changed since 0.5. A lot of the focus has been on making multiplayer work and improving the Half-Life 2 code to run better as an RTS online. The scripting language Python has been fully implemented, exposing much of the game code and allowing us to add units, buildings, and abilities through scripts rather than in C++.
Much has also been done to the game to improve latency issues, navigation, and AI, including a brand new NPC system that runs much more smoothly online and allows full control over how all of the units behave. HL2: Wars also now features a traditional RTS game lobby and team colors, which you can see in the screenshots below:
Focus over the coming months will slowly shift from proof of concept and engine optimization to actual gameplay. Both of our releases so far have not been intended to be seen as representative of the final HL2: Wars gameplay, but rather as proof of concept that we're turning HL2 into an RTS. The game is in the process of being fully redesigned to replace the lackluster gameplay, with the help of suggestions from our dedicated forum community.
So, what are you going to see from us in the next few months? We'll continue working on Beta 1.0, and keep you updated on that, and in the meantime we plan on releasing a small multiplayer demo. Nothing special, just to show off our game lobby, new NPC system, and multiplayer capabilities. That should be ready in the next month or two.
In the meantime, add us to your ModWatch if you haven't already and show your support by voting for us in this year's ModDB awards! 2009 is going to be a big year for Half-Life 2: Wars.