Gameplay of alpha so far:
I hope I dont have to post screenz, when I already have video there :D would be illogical.
This will be totally classic FPS, that plays like first Doom. Its not made in any commercial engine, the engine is my own. Even if the goal was not to make it retro, I would call it one because the way it was done - just C++ and OpenGL, and not using shaders cause of compatibility with Intel graphics. Technically its approximately on Quake1 level = 3D models and static lighting.
Beta version will have 3 maps in singleplayer and one deathmatch and will be there on 1.7.2017. Deathmatch is designed so far just for LAN. From those 4 maps 2 are done. It is 14.4 when I write this, so there is 77 days remaining to beta.
Goals to beta:
maps (2/4 done)
map selection on multiplayer
new type of enemy (at least 1)
music for 3 maps, intermission, and menu/endingfix problem with some sounds being too loud and some too quiet
fix occassional save/load crash (when???, also this happens even in Raw Amethyst, my previous game - need to upload fix here too)
deathmatch on LAN (=multiplayer with prediction on client)
dynamic lighting (already there, just make it fast)
ragdoll physics (this one is tough!)
multithreading (already there, a lot of synchronization problems! even if every object has locks, take a look later)
Also, there is alternate scenario, that I will find a designer. I doubt anybody will want to join, but if yes, it would be great! Then the most time-consuming (at least for me) task = mapping, would be eliminated. I am slow in C4D - not totally new in it, but I dont doubt that a real desinger would do in 1 day what I do in a month here.