Well, I wasn't so much 'far into' the project as some might think. I had completed a lot of the programming for drawing animated sprites on screen without having to manually go and update the frames of every single on-screen sprite and I had the map drawing complete. I also had the isometric mouse mapping done and I had basic tile walking workin right.
Other than that there was nothing.
I plan on using a lot of the code that I had already written. The difference is that I'll be sticking much of that code into C++ Classes to make my job a lot easier and make the code easier to look at, modify and write.
There were also several issues that I hadn't addressed such as the hybrid nature of the coding scheme (e.g., half structural with a few C++ classes thrown in here and there).
So I basically said "This code is a disaster" and set about to clean everything up.
This will help tremendously in the debugging process as well as the coding and maintenance process. In addition, it's become apparant that there are those who would love to play Outpost but they don't have Windows machines. So I want to write the system specific stuff (like the networking, input, sound, graphics etc.) into wrapper classes to make the code a lot easier to port to another OS. I didn't know that OP:MIA would end up with such a gigantic following of eager players so it dawned on me that if I was going to finish this project it was
very much worth finishing the right way.
As far as how long the OP:MIA project is going to take, I honestly don't know. I've introduced some rather large changes to original concept of the game (like the multiplayer component and new research trees for instance) that OP:MIA is going to take longer than I orignally had anticipated. On the same token, I was operating in the beginning with A LOT of free time. Now I have far less time to work on anything and OP:MIA (as well as various other projects) have had to take a back seat for awhile. Chances are all of my projects are going to continue to stay in the back seat for a long time simply because life demands a lot right now. That doesn't mean I'm not working on them (in fact, I'm working on the engine specs as I write this). I have all intentions of finishing this project at some point or another. That's why I'm still here.
Anyway, thanks everyone for taking an interest in my project and giving me the support of asking "When is it coming out?" (thumbsup) It's been very... motivating...