So I'm working on a new project.
I'm all about physics, particles and awesome shooters - as you should know from Madness: The Stand . As simple in form it was, it was more advanced than your average 2d shooter(especially in flash).
I'm using the 'engine' I developed for it as a base for something really great. I already switched to latest box2d and implemented a humanoid ragdoll system which creates a body on the fly, allowing to seamlessly switch between an animation and ragdoll. It also has joint stiffness now. Awesome death animations incoming!
I also updated my box2d particle system a bit so it allows to make much more effects like a physics based explosion. It's a small step before a total overhaul bringing my particle system into box2d world without use of any bodies as a particle itself. Raycasting in box2d 2.1a will be very useful.
Right now i decided to write a skeletal animation system - i don't know if it will make to this game(i already have most of the character animations done inside flash ). It's a really complex task but i'm optimistic.
Next thing would be a simple map editor. I have a few ideas for how to do it but about that - later.
I want to finish it it by the end of the year. Next step will be the best game ever - Intruder single player experience.
MindChamber
Seriously can't wait. Will the skeletal animation system work similair to a 3D bones system? Will you be able to swap animations to different characters?
mmankt
I'm developing it with humanoids in mind - mapping the graphics to the skeleton will be totally up to the coder so you can make the character look as you wish. if you would like to make a bigger character translating positions would be pretty easy. 2d and 3d systems are pretty much the same - just without z coordinate more or less.