All hail the Goat-Mother, Shub-Niggurath.
Here’s the scoop:
The RMQengine is going all-shaders. This was remarkably painless so far, I thought it would lead to more complications but it seems to work fine.
Mapping continues. As far as the BSP format holdup goes, that will hopefully be resolved soon.
A new group of “former human” enemies resulted from a collective design brainstorm on IRC. This should close the gap between “base monsters” and the rest. The dimensions will become a more dangerous place.
Our current dev cycle lasts until the end of September. I heard talk of multi-map releases. Let’s hope the BSP limit falls in time for that.
New team members: digs (level design) and =peg= (playtesting).
As a reminder, our IRC channel is #rmq at irc.anynet.org.