Great! I’d like to work in stages, start with simple programmer geometry for the graphics (except the map) and then later add the models:
1) make a simplified castle model (can just be some blocks on a plane that is walled in). Make a first person character walk around in it.
2) Add melee bullet firing (jmetests show you how to do it) (this is represented by a red sphere flying out from the character for a preplanned duration before disappearing creating a range effect)
3) Add missile bullet firing (jmetests show how to do it) (brown cylinder for arrow)
4) Add fireball bullet firing (yellow sphere)
5) Add HUD using strings to represent text data
6) Add healing spell with lighting effect and rotating transluscent sphere that momentarily appears in front of the camera
7) add lighting spell with lighting effect (rotating transluscent sphere momentarily appears in front of the camera at beginning of spell)
add frog (green cube) (only causes damage on contact when jumping)
9) add skeleton (white cube) (uses melee bullet)
10) add imp (red cube) (uses missile bullet and flies)
11) monster placement system, use key to fire a block that sticks in place representing the spawn point for an enemy
12) file operations for spawn points and button to spawn enemies at spawn points
13) text file holding file name data for level’s model and spawnpoint data file.
THEN add models and animations
I was thinking we look up information in the wiki and write a list of classes and methods to use for each stage. Then we write short descriptions of how to use the classes and methods in our own classes and methods that we describe at a bare minimum of detail. Then we divy up the descriptions of our new classes and go about writing them. Finally, when we have the exact dimensions for the models we’ll send out to jatheron to create them.
We can then create any kind of level model we want and place the spawn points.