Looks nice. I hope that there's a decent story behind all of the combat as well.
I think you should check out Howards first post in his SciFi-Meshes thread. He talks about the game, the story and the game-engine. This should answer most of your questions.I watched it a few times, but did I actually hear the ships are drawn on screen in the WC1/2/privateer way(raycasting)? Why do that and ignore current common 3D acceleration hardware available today(or 15 years ago)?
Not the most important one, collision detection, and the "feeling" of a "3D vs. a 2.5D" game, and the need of implementing extra physics to make it handle "real". Now I would definately play it, but I wonder why he(or more specific the programmer) chose to do it this way, instead of the more modern principle using polygons and textures. Ofcourse the awnser would best come from the guys themselves, and I'm pretty sure he has noticed this thread bynow.This should answer most of your questions.
From what I've seen (you can watch their progress on YouTube), there's remarkably litte jerkiness. During the CIC birthday, Howie posted a link to the latest video... I watched it without knowing anything about what it was, and I was blown away when I heard that these were sprites. Watching again, you start making out small animation jerks, but overall the animation seemed blissfully smooth - most people wouldn't even realise what they were looking at.Are you planning to smooth out the sprite animation any more than you have? Would be interesting to see if there are any fancy blending tricks to remove some of the 'jerkiness' inherent in sprite animations... Of course that is part of the charm I guess... Thinking along the lines of crossover fading and such. Works in my head; probably doesn't in reality. Speaking as someone who refuses to use LOD models (all the extra work for reasons of technical limitations makes me angry!)