So, after almost 2 months of officially being closed, and several more months of being inactive, I have decided I'm going to start working on CT again. Work will not resume immediately (I want to get tired of Skyrim first

) but it will begin soonish. In the meantime I am writing down and drawing the ideas that come to me, so that I will have plenty of fuel for when I do start.
First Goals For the Comeback
* For a while I intend on fleshing out the game a little graphically. This'll call for some model revisions, some complete redesigns, more work on animations, probably some CEG work, that sort of thing. Little things I didn't "have time for" before, but want to fix now that I'm starting fresh.
* The NKG navy will be redesigned and implemented.
* In the time since we officially closed development, I've actually been trying to flesh out and draw up details on a backstory and universe for CT. Things are still vague, but they are coming together. I plan on slowly working on that, and implementing whatever I can in-game to hopefully spice the game up a bit.
* I have some ideas for changing how cruisers are built and brought into the battlefield. This'll require some gadget writing, BUT... I plan on also trying to actually learn a little bit of code. Hopefully I can achieve this one!
Eventually, once most of the dust from the above has settled, I want to start working on the PN. Oksnoop won't be joining me this time, and I want to realize the ideas he had come up with for the PN, to give CT another full sized and proper civ. And although I may not come up with the best ideas, I do want to make it feel and work differently than the NKG. That will be a ways down the road, so here's hoping to a smooth-ish road.
So why did I decide to start working on CT again?
As I mentioned, shortly after we closed development I started thinking a lot about the backstory to the game, and really started to lay down the framework for a world for CT to exist in. I did this not intending to work on the game anymore, but instead to just kind of keep flexing my creative muscles. The more I worked on it and thought about it, the more I missed working on the game, until I finally decided to just suck it up and start again.
So, here's to a fruitful year and joyful progress!