After finishing the basic physics, I’ll move on to implementing some of the game mechanics such as firing and Entity characteristics (hitpoints, experience and such) of my game. That will allow me to start implementing the enemy mechanics and do some AI tweaking which I expect it to be the hardest part of this prototype, maybe even of the whole project. This will also give me the chance to test the gameplay design and possibly change some of its aspects.
The level generation algorithms are also of great importance but not before I complete the basics of the elements above. The main gameplay mechanics have been designed years ago when I was trying to make this same game - but with much less knowledge and determination. Luckily back them I’ve documented everything into nice design documents that I can use today and derive my gameplay from.
Next week I’ll be also resuming my final year project which has to do with a Particle engine for the PSP. The current PC version of it, is built on areiadne1 and should be very easy to transfer its capabilities to this project as well. This will allow for nice particle effects that under other circumstances I wouldn’t bother programming but since the component will be perfected for my final year project, it is a good chance to beautify this game as well.