Comment Re:Working on Sopwith, AMA (Score 1) 42
Hi, I'm the lead dev so I can also answer:
1. Nothing specific to Linux/BSD. The hardest part of the codebase to work with is probably the movement/collision/AI code which is very hard to follow. It's hard to change because any change can break things in subtle ways.
2. Nope
3. Probably the networking code. Sopwith always had network code (it was written as a tech demo for an early LAN) but almost nobody ever got the chance to really use it. Seeing it finally working over TCP/IP was very satisfying.
4. I'm planning on adding a level editor which I think should really open up the game to expansion.
5. Fun and comical gameplay. Trying to avoid debris as everything around you is exploding in complete chaos is hilarious to me.
6. No plans for these at all, I'd personally be against adding them. I want to keep it as a great old game, not a lame modern one. I could talk at length about this kind of thing but that's the brief summary.
7. I've actually considered this, yes. The original HUD is very ambiguous and hard to read; effectively just some small lines with no labels. I've actually gone as far as to mock up some better graphics but there's no integration into the game yet.
8. Yes, support for custom levels was actually added recently and the latest release includes an example level. There is not yet a level editor, however, which is a big obstacle for modders. I also think that to make modding interesting the game will need expanding to support different gameplay types, new types of planes, enemies and items, etc. I have some ideas but a level editor should be the first priority.
9. I've personally lost interest in the modern game scene. There have been a couple of recent games I've enjoyed, Elite: Dangerous is one example. I suspect it's partly because I'm old now and don't have the time to follow this stuff. In general I tend to prefer playing (and modding) older games and have had fun recently introducing my daughter to them.