1.2 Project status
As of today, the game is in beta state. It can be installed, and you
can toy arround with, but it's far from being complete.
What works:
- The whole framework is here, some functions are not implemented yet, but
the bases are set up, and they are believed solid. The game is very modular,
it is designed so that graphics, sound, network and bot backends can be hacked
at will. It has a complete self-test suite, and many debugging built-in tools.
This is not a quick hack.
- Documentation. Yes, you're reading it.
- Version 0.0.6beta is playable. Local game between humans (up to 4 players)
is possible. Two bots are implemented, named random and stupid. No great
players but well, they move the cursor.
- Liquid War 6 already has some features which are nowhere to be found
in Liquid War 5, such as multiple layers. It can be worth the upgrade.
- Maps. A number of interesting maps have already been designed (thanks
to Kasper Hviid).
- The game has been ported to Microsoft Windows 32-bit proprietary platform.
It still runs fine under GNU/Linux, of course.
In the near future:
- Network play. Top-level priority.
- Fix bugs ;) The current engine is somewhat buggy, fighters might loose
the cursor, it clearly needs polishing.
In the long run:
- Write new graphical backends so that the game does not require Mesa or
any OpenGL-like subsystem. The idea is to get rid of the 3D-accelerator
dependency.
- Implement all the fancy 3D features, make it possible to play
Liquid War 6 on a Moebius ring.
- Use the cool features of CSound to provide dynamic, contextualized
sounds & musics.
- Optimize the bot algorithm, which is probably a complex AI problem.