hehe.. ok this topics like this will not normally work, but because we love you:
This week the engine is just being brought up to date with a few recent tech developments (.NET 4, DLR, SlimDX) but this is largely done now. My job tonight is actually tying off these loose ends.
The bulk of the heavylifting engine code (resources, events, scenegraph, physics, script integration, patterns and plugins) are done now and the rest are just modules that use it all. We can import interiors from multiple formats (Quake IBSP, RBSP and everything used by ASSIMP) but have not worked out the production pipeline for interiors quite yet (unlike ships which is 99% there) . Further, thanks to a great effort from Nano, we now have a deffered renderer. We are waiting on the release of a few key components WRT the UI's (which are all built using Google Chrome's HTML/CSS/Javascript and as such is largely experimental).
The next big steps are finishing off defining the interiors and then implementing the game-play layer. I think the key thing to bear in mind is that Evolved is not a "let's do the obvious thing to get the job done" game engine. It is more about how I can design it for a long-term life-cycle that is robust and extensible enough to handle multiple changes and purposes (while at the same time, not being an over-engineered dependency and inheritance nightmare that nobody can figure out!) Elegance is wonderful in short inspirational bursts, but trying to do it again and again - personally speaking - takes me a bit of time.

Hope that answers your questions!
p.s. this is just the tech side, the creative side is consistently producing great things!
