A beta version...hmm...hard to tell. Some mayor things remain:<br><br>*** AI ***<br>First Carpediem has to finish the AI (which is looking very nice). Like right now the enemy units doesn't have a Master, but only individual AI. The code for the Master (or God as Carpediem calls it, even if I don't like it

) shouldn't be that much of a problem though.<br><br>Then there are all these minor things, details that has to be handled in the AI. Details always takes time

<br><br>*** Gameplay ***<br><br>We don't have the code (interface wise) for building new units and the interface code isn't totally finished either (even if it has come a great way).<br><br>*** Graphics ***<br><br>The graphic-code of the game (which is my area) also needs work. The landscape you see is all fine and dandy, so I shouldn't need to work anything more on the voxel landscape. But, the unit gfx code needs a little more work. Like right now a unit is either flying on a fixed height or on the ground. I would like things like missiles to have an adjustable height above the ground, so that they can be fired from an air unit to a ground unit and have a shadow like the air units, but change in height gradually as it approaches its target.<br><br>Also, right now none of the units has any animation, and all the directions are each one image. I would like to build that into one class, and add animation to it. That will require some work too.<br><br>As for things like z-buffering and units moving over hills it is all finished. So if a unit goes behind a hill the z-buffer will make sure that the part of the unit that is behind the hill isn't seen.<br><br>Then we have the unit graphics (will be pre-rendered). We havn't built them yet. What you see in the shots are just test units. We will need nice looking units before releasing anything.<br><br>*** Graphical Special effects ***<br><br>We (me and carpediem) want our game to be nice looking, so we will have to have some special effect like nice explosions, lasers and stuff like that in the game. That will require coding of things like images with an alpha channel (for nice transparency effects) and preferabbly we would like to have some kind of effects layer where we define what effects are currently playing and at what frame and a couple of other properties. To make that run at good speed will require some work.<br><br>*** Other ***<br><br>Then we have all the other stuff such as game menus, sound effects, story, ingame dialogs and things like that. We might also )NO PROMISES AT ALL WHATSOEVER) create some kind of cutscene system.<br><br>Hope this satisfies your crave for information

<br><br>Be well!<br><br>// Fredrik Malmer <br>of the "Argentum" team<br><br>PS. As for speed. The fps (frames per second) you see is from my Casio EM-500 (Not overclocked. Running at default 150 MHz). The reason why the fps is low on one of the images is because the mainbase is in view, and I think there are some things not fixed with it that are causing it. But that's Carpe's part so I won't comment too much on it. Anyways, the game generally stays above 50 fps, and usually stays around 60-70 fps. Oh, and if anyone has a spare iPAQ we will gladly recieve it so that we can test, and implement a little secret we have in mind...

DS.<br><br><br>