Feature Bonanza, up next:
-Splash damage from explosives. Not instant, but the good one, you know, like in Blood where you get pushed away over time and take damage.
-Enemy hit zones, e.g. for headshots
-Akimbo (dual) weapon wielding
-Decal rendering for floor / ceiling (blood pools etc.)
Still looking into alternative rendering methods.
The leap to C3 runtime looks promising performance wise, but we have issues there. There is no raycasting plugin (trace, chipmunk, Box2dPlus), so Xresolution times for loops with step size 1 have to do the job. Is that feasible?
Also, what to do for drawing semitransparent / masked walls elements. Raycasting surely has it's limitations there.
Currently I'm looking into abusing Gigatron's 3d quad shader for wall rendering. Problem is with Construct there is no real z buffer, so the z sorting has to be done per object. This can be done really fast, the walls however have to be sliced up properly to prevent clipping issues.
Just to give you some insights on the current state of development.