I only added some todos about the separating of the leven loading. This is something I wanted to do, when there is a good class that holds all the loading/saving stuff (currently they are global functions), maybe directly in the GameMap or the ResourceManager. The gameMap should also be changed somehow as the instanciated object of the gameMap is currently stored globally. I couldn't make it a singleton however because it conflicts with the ProtectedObject class. I'll need to give this a more indepth look.
A way to possibly solve this problem could be to store the gameMap in the GameState(any better suggestions?) class and construct and destruct the map every time a new level loads instead of just "overwriting" the one global instance.
But since this would a rather big change (after all it's affecting probably the most important object of the game) I'd like to hear some opinions first.
Yeah, bugs, refactoring, new sounds, etc should be done when they come, this should not be a "fixed" goal.
About the scripting:
I currently don't have to much time to work on the code (again
), at least not for bigger changes, but locally on my harddrive the AngelScript wrapper is slowly growing bigger. Up until now I mostly read their docs and tutorials and intensly documented the script wrapper code for learning purposes, because the whole scripting world is new to me. But I think in around two or three weeks or so I'll have some more time again, then I'll do some bigger changes at once (my plan is to have the script system working by the latest of end of August).
About releasing: Do when you like, I'll just code my way.