thanks for the comments, and taking a look guys

@Julzmighty
Thank you! I love your work! your car game is easily some of the most polished work on here!
@3run
there should be a demo when the game is "done" if you can call it that. It really wont be a fully finished game, as it will be more of a character design/animation/level design/scripting portfolio piece. How far I push into the completion of a full game depends on whether enough people like the game and its story. For now, my target is going to be a demo game, with a few levels, and probobly leave the demo at a cliff hanger

Ideally, I would like to make the game (whether demo or full version) to be free.
@rachet
Almost all of the previous systems on the game is finished, I cant believe how far the game has come, and what I was able to learn and do with it. Right now I am mainly doing base code for gameplay elements, and getting down a pipeline to get assets into gamestudio. But my true expertise is artwork

. At the moment, Ive been trial and erroring some basic guidelines for naming conventions for animations, how many frames of animation each, and bone naming conventions. This is so that every production model made after will be able to fit right into the existing code.
I have uncharted 2, and yes this game was very very fun. The designers had a very funneled and precise level design for fighting groups of enemies behind cover. This gameplay is still technically slower than most games, but comparing a bullet train at full speed to a fighter jet breaking the sound barrier, both are fast! (and fun!)
@Darkinferno
Yup, introducing a cover system goes hand in hand with much more slower gameplay. I'm not an expert in this area, but I think many factors can affect whether your game requires a cover system. Player movement speed, bullet travel speed, and bullet damage/player HP are the biggest influences on a cover system.
Movement Speed:
If a player can move quickly like Quake or Classic Doom, the aspect of cover and defense is actually not sticking towards walls, but moving in and out of cover fast enough. Games like counterstrike where the players arent slow dont simulate stamina/fatigue. In real life if someone were to run at full speed with a weapon, he will not be able to keep this up for long. Getting behind cover lets you rest a bit, and lets you dig in and fire at an enemy who also has a fatigue factor and who is also under cover.
Bullet speed:
If the projectiles are reletively slow moving compared to real life bullet speed or instant hit scan weapons in games, then defense is just moving past the bullet.
Bullet Damage/Player HP:
If a character is severely punished for being out in the open and getting hit by bullets, this coupled with a slower movement speed, then a cover system is good. Because the cover will block much of your body while you let the enemy fire and inevitably have to reload.
Games like Call of Duty, you are punished with death with 2-3 bullets, and you can still sprint around reletively fast. Zooming a camera out and watching players fight in a match, you notice how unnatural everyone is moving and acting; sprinting without taking a rest, performing complex reloads while running, instantly switching weapons and etc.
Having a cover system can actually increase the combat time of each player to AI encounter, since the pace is slower and AI is more defensive minded. Because AI arent running around constantly in the open, they can last longer (outside of just increasing their armor).
Dont worry about gore+cover=Gears of war. Every single AAA game out now uses a mechanic/art style/theme done by another game before it. For Gears of War it was killswitch made by namco, which could be argued to be the first cover shooter.
@Germanunkol
I will make a crude image of what is going on within the code to show you soon

@Superku
Yes! I hate automatic cover.....that magnetizes you towards the surface! Thats why I made this cover type. All it requires is your movement keys to get into and out of cover. When the character leans on the wall, he is not stuck to the wall as if on rails. I think Gears of War does this, and I found it to be very unnatural.
@Blattsalat
Yes! me too! Killzone 3 and Crysis 2 has automatic "pop out of cover when pressing the trigger", and I found it to be very fun (although it seemed unrealistic to pop in and out that fast).