Making serious progress on the new content. Nando and I just need to coordinate a couple of details.
The core game code is 100% complete; the only code that needs to be added at this point are state machines for any new enemies (I've stockpiled about three dozen generics that can be tweaked to accommodate a wide variety of enemy types), and cutscene code. Most of what needs to be added is simply the content.
I've also used this project to improve the METRO game engine for future projects. METRO now has Lucretia's more advanced animation system, and adding two-player gameplay is just a matter of changing a single #include. Thrust can be enabled/disabled with a single #define in globals.h. Lucretia's complex scoring algorithms have been added as well, including its combo-kill feature. Generic game engine improvement for the sake of OBEY!
At some point, I will release all of the game engines to the public for general use. So far, there's Project SONG (traditional RPG engine, used in the Mysterious Song series), Project BATTERY (vertical shooter engine, used in Xymati), Project METRO (horizontal shooter engine, used in Lucretia and Einzelganger), Project VALKYRIE (platformer engine, used in Jungle Bros, Monolith, Paradox Girl, Valkyrie Midnight, and Super Mario Engine), Project FIST (brawler engine, used in Dragon Arm and Golden Axe), and Project DIRTH (overhead adventure engine, used for the Neutopia III prototype and the prototype remake of The Legend Of Zelda). I will probably release some of the more specific game engines as standalones (like the Bubble Bobble and China Doll game engines). I never implemented them as generic engines, since I didn't ever plan on making additional games with them. Source code releases help improve the homebrew scene.