First of all: thank you very much everyone for all the feedback inside my mail box!
It was great.
Some issues:
Joeri's post (excelent!): http://www.blender.org/forum/viewtopic.php?t=11888
<<< "I think it's a good start, but... It's needs much more dynamics to give a playeble feel. I mean, when I release a button the droid is at a hold, that's not very nice to play. And I think the speed difference between flying and walking is to big. The graphics detailing could be better. I mean that the texture on the droid is very detailed but on the floor it's very blurry and the cubes are not textured. To get a sense of scale you need to bring those to the same level. And add human porportions to set the scale, like bolds or antenna or radar dish, anything that will tell us how big things are, so we can have a sense of how fast we are going. Anyway; Good things are that you explain how to use the interface, it all works, and that you use the game engine to express yourself

Keep up the good work, Joeri"
Important fix able to be done by one men considering this post: correct the blurred texture.
:))
More about this later.
By the way...
I made some tests using Piraniac's script (toon shader). It doesn't have a real "outliner" you can play with the windth of one of the shade "islands".
Iam also using Monster's real time shadow script inside this tests.
http://blenderartists.org/forum/showthread.php?p=855233&posted=1#post855233One of my results:

As you can see i need to rethink the droid texture to use piraniacs script.
Maybe i should use this tecnic
http://otothecleaner.free.fr/tutorials/VertexColours/ColourPower1/vertexcolours1.html and per pixel lighting, and just a blank texture...
By the way 2:
All this awesome ragdoll stuff out of this game OH MY! OH MY!