Please no abandon =(
Curious, though, what is GH2 lacking to be considered finished? Isn't content the truly major lacking point at this time, to at least get it matched up in terms of completion with GH1?
Content, mostly. There needs to be more variety in the core story. The current core story choice mechanic isn't satisfying. There isn't much drama or variation in the starting scenarios. All of the specialist skills need content- maybe a career track for each, similar to the musical career. Each of the factions need individual content to differentiate them from one another; in particular, each one needs a certain game plan which will be followed (with some deviations) if they're the core story enemy. There are more global events that ought to happen- some of these could be written as core story components, others as quests. The world as a whole needs to react better to both the PC's actions and the major events. All the cities of the L5 region need to be added, with unique NPCs and interesting sites for each, and secret locations like Maupertuis the pirate bay.
I guess this does bring me to another option... keep going with the current scripting language, but scale back the ambitious plans. But I've got a beautiful idea for how to do things with Lua! It would be glorious!
I estimate that I could convert the game to run on Lua in a couple of weeks. Mind you, Lua would only be handling the things the scripting language currently does, nothing more. After that we would need to convert all the content from the homebrew scripting language to Lua. This would be a huge undertaking and I'm not sure how long it would take, even with help.
The advantage of Lua is that it's easy to learn and very powerful. The disadvantage is that the world will need to be re-created from scratch. The advantages of homebrew are that it's well-tested and the game is playable now. The disadvantages are that it's difficult to use and relatively limited.
If I could be guaranteed enough help, I wouldn't mind going in either direction. Of course there's the fact that even if everything is converted to Lua there's no guarantee of getting enough people to create content.
I gather what you're worried about is how hard it will be for others to create content. It seems to me that people have demonstrated an ability (and willingness) to create content for GH1 already...
Well then, let's get to it!
I played the game a few times today and wrote a list of all the things I found incomplete or disappointing. Here they are:
- The beginning needs to be stronger, and the PC could use some starting equipment.
- The presentation needs to be improved. Some decent borders for the menus and text would be a good start.
- Different career paths need to be addressed. Singers can hold concerts, nobody else has much to do.
- Nonlethal attacks aren't really fun. Maybe the nonlethal tag does normal damage but won't reduce someone below 1HP?
- Some useless/depreciated things in the config file/menu/help screens. Needs updating.
- Tactics mode can be exploited by starting it up when you're surrounding an enemy, everybody gets a bunch of free attacks. This exploit could be checked if everyone rolls DnD-style initiative at start of tactics round, or if tactics round starts with everyone only getting one action in their first turn (clock system makes this difficult)
- Some of the skills are troublesome (Mecha Eng as a skill roll), overpowered (Initiative), or as of yet useless (Mysticism).
- Villainous points gained from attacking nonhostiles should be handled in the targeting UI. Also, if attack will lead to villainy, player should be given an option to cancel (config option to turn off safety).
- The procedure which places items on the map fails appallingly often.
- Too little variety in maps. Every building looks like every other building.
- Personality traits aren't a good mechanic for the PC, but good for NPCs. Should be boolean rather than sliders.
- Episodes are too short- on average, one investigation followed by one fight scene. No choices. Expert player should be able to play through on the core story alone (mostly) but right now that's impossible.
- The dramatic choice mechanic is too artificial and largely meaningless. A sort of choose your own adventure selection with meaningful choices would be better, or failing that just allowing the PC to decide where the next episode will take place.
- Stores suck. You can never find what you want, and much of what they have is worthless. Restaurants are not much better.
Based on this list, the first thing I'd tackle would be the core story, specifically the first episode. There should be choices built into the structure. Maybe three acts: the first act introduces the conflict in this episode, the second act allows the PC to choose a course of action to respond to this conflict, and the third act is the main course fight scene.