Heh... that's great! How are you and the others approaching it, though? I mean, there's the programmers, the artists, the designers...
... Though if I were to offer any advice, it'd be not to get in over your head. A lot of people, they get this feeling like everything's easy. They got their idea for the group project, and they can get it done in the two months they got. There's gonna be a networked part, a 3D level, models for guns... then they realize that no one's modeled before, the networking guy only took the intro course, somebody got in a fight with their roommate, and oh yeah... the machine that everyone's demoing on sports a wimpy GeForce 7800. Seven weeks ago they were telling everyone how cool things were gonna be, now they're pointing fingers at each other.
Don't be -that group-. I've seen -that group-. No one likes -that group-.
I do like challenging myself, but I like not looking stupid too. Me personally? I'd choose one thing I -know- will be a challenge, incorporate that, and have everything else consist of things I know I can finish not only on time, but early. This is because plans have a habit of changing for the worse. If I end up finishing early... well, there's all the other stuff I wanted to do but didn't say I would because I didn't think I could get them out on time. Except now I do have time, and my grade's not riding on it. ^^
That's what I'd do at any rate, and even then, that's assuming that you've got a freeform project for you to make. Your first game can be simple, you can always hobby out another, I think.
Well, whatever. Hope you enjoy it, and I hope you do well!
Ahhahaha, yeah, I know how exactly it feels. That's what happened when I design my BlackBerry themes. I envisioned great things like awesome backgrounds for each part and great homescreen functions --- then realized I don't have enough material to go, I can't create jack with Photoshop, I need to learn the language more, and I can't design for jack lol
We go for very simple single-player stuff. Nothing fancy, just enough to see stuff. None of us is an artist or a designer. A friend helped create simple buildings, and I got the programming part, but that's it.
We don't even have a Game Design Documentation lol. Now I realized how important it is to get your point across the table
On Topic:: I heard Modern Warfare 3 is under development by Infinity Ward. With the "big guns" leaving, do you think it will be worthwhile?
I mean, even Modern Warfare 2 sucks story-wise. Too much near-death experience used I get used to it in a few minutes. Things have gone from realistic-like to outright fiction.
I mean, in Modern Warfare, you follow the story of grunts working with higher officers in a group to fight off the bad guys. You really feel that you're a part of a group, and not a superior individual. I don't get that feeling in Modern Warfare 2: you seem to be always in focus "Ramirez! Ramirez! Ramirez!" "Roach! Roach! Roach!"
Especially the fictional Task Force 141, "the best soldiers humanity can get". At least we stayed with real-life SAS and US Marines before.
I applaud Treyarch's approach: rather than heavily implying that we're something more than invisible hands wielding guns, they outright give us voice and emotion
Another great approach is Call of Duty 2: in it our allies actually call each other by name, asking for backup and cover (even at backups that arrive to replace a KIA). It really adds to the feeling of the group "being a group" rather than just a bunch of expendables with two living beings telling them where to go next