Since the last news post, sounds and music have been added, which already brings Kilgazar closer to feeling like an actual game rather than an engine prototype. With the larger coding tasks essentially completed, it boils down to balancing the game play and making the user interface more interactive by adding more popup messages and sound effects.
I've been experimenting with different ways to record game play in order to put up a video to show where the game stands at the moment and, in the end, I used Fraps and Windows Movie Maker to create "Alpha Preview 1".