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### 1.2 Project status

As of today, the game is in beta state. It can be installed, and you can toy arround with, but it's far from being complete.

What works:

- The whole framework is here, some functions are not implemented yet, but the bases are set up, and they are believed solid. The game is very modular, and is fully threaded. It is designed so that graphics, sound, network and bot backends can be hacked at will. It has a complete self-test suite, and many debugging built-in tools. This is not a quick hack.
- Documentation. Yes, you're reading it.
- Version 0.0.7beta is playable. Local game between humans (up to 4 players) is possible. Two bots are implemented, named random and stupid. No great players but well, they move the cursor. A new “deatchmatch” mode, different from LW5, is in place.
- Liquid War 6 already has some features which are nowhere to be found in Liquid War 5, such as multiple layers. It can be worth the upgrade.
- Maps. A number of interesting maps have already been designed (thanks to Kasper Hviid).
- The game has been ported to Microsoft Windows 32-bit proprietary platform. It also runs on Mac OS X (but you'll have to compile it yourself). It still runs fine under GNU/Linux, of course.

In the near future:

- Network play. Top-level priority. Yes, network has been promised for months (years?) and is still not there. I said “when it's done”.
- Fix bugs ;) The current engine is somewhat buggy, fighters might loose the cursor, it clearly needs polishing.

In the long run:

- Write new graphical backends so that the game does not require Mesa or any OpenGL-like subsystem. The idea is to get rid of the 3D-accelerator dependency.
- Implement all the fancy 3D features, make it possible to play Liquid War 6 on a Moebius ring.
- Use the cool features of CSound to provide dynamic, contextualized sounds & musics.
- Optimize the bot algorithm, which is probably a complex AI problem.