be trouble spots for every programmer, best or worst, top or bottom of the list.
If you haven't already made a "falling blocks" kind of game, which is like Tetris(without explicitly referring to it), you should proceed on there.
Platformer games give MUCH more experience that would be applicable to the kind of game you want to make, because they incorporate the more advanced work of professional games(such as artificial intelligence, gravity, field and space dynamics, etc.).
So my advice to you is ... not quite. Even though completing a Breakout clone is already good achievement, and pong as well, and the fact that you can do artwork makes it even better.
But if I were in your spot I'd progress through a few more projects before tackling a game that'll probably be harder than you think ultimately.
By the time you've completed games like Tetris and Super Mario Bros., you are ready to set the stage on any game you want(well, the first big stage of the stages).
I say this because those are classics; a side-scroller featuring many important aspects of advanced game development subjects, and an arcade-style game with falling blocks.
But you're definitely well on your way to accomplishing the "any game" feat.
Though it wouldn't hurt to practice a bit either, but you would do better to really (and I mean really) study and learn the difficulty involved in a complicated RPG game (and even the simplest RPGs are still complicated to some extent) before tackling an entire project on it to leave it in the dust, and have to start over anew from a lesser position of development success hierarchy.
I think I'll make a tutorial series on how to implement the mechanics of RPG games in code(although I'm not any programming expert, I have experience in programming and design).
Edited by Pointer2APointer, 19 October 2012 - 03:14 PM.