But, in this very post, Cameni told he was considering another kind of game, an fps-strategy rather than survival one.
From
the main page of the tech demo:
Anteworld is a world-building game on a massive true-to-life scale of our planet. Returning aboard an interstellar colonizer ship built in the Golden Age of Mankind, players arrive on the planet earth to discover civilization and humanity vanished. They will have to rebuild the civilization - exploring, fighting, and competing for resources while searching for clues to the disappearance of humanity.
The game will contain several modes, the basic one will be a single-player game but with player-built locations being synchronized and replicated between clients. That means player can settle in a free location of his choice where he can build and play, and when he goes exploring he'll be able to observe and visit other sites where other players are building their world.
There's going to be also a multiplayer mode for gaming in the existing world.
Sim-connect mode should allow to use Anteworld as an image generator for another simulation program.
In fact, Anteworld is meant to create the basis for an Outerra game/sim platform, allowing to create mods and new game modules that would run on the existing backend.
From the start, Anteworld was never really supposed to be a survival game, but a world scale building game with competitive or cooperative multiplayer.
I see you are on the forums since 2013, you probably bought the game at the same time (2012 myself), so I can understand you may be frustrated, I think everybody is (even if some respond harshly to this kind of question), especially the devs. Fact is, developing from scratch an engine is really hard, making one capable of rendering planets to a high level of precision with real data is even harder.
I think it will be difficult for the team to start working on a full scale game with an engine still in active development. Everything you change in the pipeline may broke several things. It's like starting painting you walls when the roof isn't even built. That's one of the reason why the more active users right now are modders: more limited projects in scale, taking advantage of the existing capabilities.
Everyone would like to see things evolve faster, curious observers who heard about Outerra, Alpha demo supporters, active users, modders and especially the dev team.
I know they don't communicate a lot, but I can tell you (with my limited insight of what is happening inside the box) it's because they are
working really, really hard on the engine. Not just in general, working right now.
I'd like to know the answers of those questions not only because i bought the engine, but mostly because i'd really like to see something beautiful get out of it.
As we all do, and it's a very good thing
Here is my advice: you can test some creative things the engine allow you to do, for many of us this was a good opportunity to learn how to code, how to create models or do texturing, create scenery. Just looking at the vehicles javascript code and try to understand how things are done is interesting.
If you don't have any interest into modding, my advice would be to try to keep Outerra away from your mind. Not that you should forget it, but waiting will just be frustrating. Content will come out, from modders and from the developers, but rather than wait, just come back in a few month to check all the boards (mods and dev announcement). If Outerra was one of these doomed projects where a dev sell wonders and disappear in the dark, the project would have stalled several years ago. But no, it's just slow, because it's really complex and because a lot of things are involved (small team, commercial partners, state of OGL drivers, Uriah asking for new methods, ...)
Once again, the best solution is to change this frustration into creativity (and we can already do a lot!) or just let things evolve. Life is short, after all, and it's better using our time to do interesting things