Good questions piper. I'll try to give some more insight.
I have not been coding much at all for quite a few years, so I started taking it back up some time back. This is my first bigger project since then, so I just went for something that seemed fun.
I've always had a feeling that Cultris II is really good, but you could do so much more with it. I'm thinking mostly of statistics/ranking/tournaments ect. The setup that's there works well, but feels a bit rigid. I would like to see weekly small-size tournaments with tournament points and tournament seasons. Bigger torunaments with "BigTournamentPoints" for yearly rankings and a seasonal (month-by-month) ranking system for FFA to keep it more alive and interesting and available to people who both want to play alot for a short period and a little bit for a long period (or both). Maybe also a yearly overall FFA ranking based on all the monthly placements.
Also there are some performance issues with it. Don't know how many of the players are affected but I know a few people who stopped playing cause of performance issues. Myself I've always played from fairly crappy computers and it's been noticeable.
So i wanted to see what a c++/opengl based version would perform, with some additional effort put into optimizing all the drawing.
With some months put into this, and starting to see the results I'm feeling very hopeful. There's still quite a bit of work left but it's getting close to a first releasable version and at this point I'm mostly interested in getting it tested by some more people to see where it lands.
I have not contacted Simon more then just informing him what I'm doing and asking if I could post about it on the Cultris II forums.
can we expect an alpha release once you get a host and stuff. id love to test.
Yes! The things that need to happen first is:
A few days more work to tie up some loose threads.
Find somewhere to host it.
Get access to a WM setup I can use to compile for Windows/Mac, on my computer now I can only build linux binaries atm.