People who can't create criticize. XD
I've been off the project for a long time, so it wasn't progressing. In general, it was becoming too MP oriented, so we're working on splitting the MP from the campaign versions. Campaign will very gradually increase the player's stats to the same point that they are in MP, which is extremely fast and twitchy.
Reasons I've been away are varied - I wasn't happy with the way that things were progressing towards heavy MP focus instead of co-op/SP, so it felt like it was getting farther away from what it was when I released the very first beta. In the past year I've been in school for software engineering, which eats up several hours a week, and then there's work, finding work, getting married, finding a house, buying a house, moving, fixing up the house, trying to make new contacts and friends in a city I've never lived in before, and nearly having my mom die on me after doctors overmedicated her for a condition that can only be fixed by surgery.
I'm back now, and I'm dedicating one to two hours per night to the project in a scheduled manner until it's done. At that point, we're talking about spinning off two separate versions: One destined for MP only and one destined for co-op/SP only, which we'll aim at polishing, removing some of the contributed content(due to licensing issues - it'll definitely stay in the free game I hope!) and replacing it with newer stuff, as well as doing an Abuse-type side scroller, all three of which will be aimed at acceptance by Steam and D2D.
At this point, we're no longer accepting a lot of input from the community. The gameplay is pretty refined at this point, and we're going to work on both solidifying that and making it gel with what the original vision for the project was. To that end, we'll be simplifying things - teams have been cut down from 4 to 2, and we're working on the SP/Campaign mode.
There are test maps for campaign that do have monsters in them which can be played co-op. We'll be focusing on developing the AI and new monsters and enemies to throw into the mix, as well as a director type system for constantly and randomly populating the maps.
We do need good mappers, but I'm sorry to say that our documentation right now really sucks, so it may not be super easy to look up any points that are confusing.
We DEFINITELY need people willing to work on documentation and keep up with the changes.
Also at this point, I won't be doing any further work on scenery/map models. Anyone who wants to help add to that is more than welcome - we could really use it, since the existing map models are pretty limited.
We're far from dead, despite a blow-up that was due to some bad communication on both mine and Quin's part, mostly mine(although we were both waiting for the other one to choose a direction to move in, which is funny), but that stuff is resolved and the game is now moving forward towards 1.0. So if you want to get in and lend a hand(if you can, hahah), now's the time!
As always, we're at #bloodfrontier on freenode.net, but the forums on the website are also a good way to reach someone since we're not always online.
-Acord