I've actually got some progress to report to you guys today! Today Mark and I got together and sketched out the missions we want to include in the game, and he drew up a rough sketch of what the HUD in-game will look like, and if it works like we are planning it to, then it will be pretty kick-ass!
This is my current pride and joy, the terrain editor. I've been planning it in my head for awhile now, and I sat down this morning and coded it up, and I must say, I'm real happy with how it turned out, I may not have fancy collapsable component menus, but I do have a little bomb icon, which is pretty awesome[grin]. Anyways, the editor is pretty much just a functional overlay ontop of the Dogfight Engine, so the engine is running real time in the background, with clouds moving, weather effects working, and particle emitters fizzling, which is good because it lets you see exactly how the level will look in game. Another nice thing about having an editor is that we can sculpt the heightmap to be much more fluid and smooth, unlike my previous screens which had very jagged polygonal edges. Anyways, enough talk, here's a screen of the editor "in-action" (with my kickass button textures[wink]).
Well, thats about all I've got for now, eventually I'll write an entry detailing the gameplay and how we're going to fit the 4 elements into the game. Peace Out, and let us know what you think!