- Top-down 2D real-time team-based tactical shooter
- Primary language C++. Perhaps Lua too if scripting is needed.
- SDL, OpenGL, Boost, STLPort, and as many other 3rd party libraries as I can use to save time. (This probably includes PhysicsFS, TinyXML, and maybe SQLite.)
- An emphasis on advanced AI
- Tactics and positioning more important than resource management
- Varied mission types to promote different play styles
Right now I'm just conducting the feasibilty study, by enumerating all the basic concepts I need to check up on (including combining steering behaviours with collision detection, line of sight calculations, running game logic at a fixed rate, etc). Since I expect I will be doing everything myself (except perhaps a bit of the art) I want to make sure everything is practical before I dive in.
Oh, and there's still a chance I might do it all in Python instead of C++. Python, Pygame, plus PyOpenGL should be sufficient for everything. One cool thing about Python is that I can start writing C++ utility classes for the project now and they'll be relatively easy to get into Python via the various binding routines later, if I choose that language instead.
Any thoughts, comments, suggestions?