There is still a ton of work to be done.
Just a small list:
Code:
*Rewrite weapon animation
*Weapon collision detection (have it in pseudocode)
*Projectiles
*Rewrite lighting to work on non-DX10 graphics cards
*Add the other 9 regions
*Enemy AI routines
*Add and bugtest dungeons
*Simulate/Settle liquids for x frames before the game loads.
*Break world saving / loading into chunks. Only save modified chunks.
*Finish weapon / armor random stat.
*Figure out a way to have other liquid types without having to run an expensive simulation for each and every liquid. (Think I have this, just have to try it).
*Create and add region non-block set pieces.
*Add tree tops. Make trees fall without having to chop every block.
*Door blocks.
*More blocks. (Limited by what I've made for art, not code).
*Just more content in general. Easy to add to game once I get art made
I'm mostly limited by what I have for art right now. That is pretty much the limiting factor. My fiancee ran around exploring the world for nearly an hour last night. The state of the game as it sits would be similar to Minecraft's Indev mode if I had to compare.
If I could get some more blocks made and placed in each region, and some basic crafting in, then those who like to adventure and just look and see stuff could probably run around the world for hours searching for materials and building stuff. When I get it to this point, I will give you guys a very early alpha to play around in and bug hunt.