Well, overhead consists mostly of learning to work with an external physics engine, like
OGRE (not physics, per se, but it does it) Although, you're probably right. I haven't dealt with anything like that, so... anyway I should first concentrate on the puzzle itself...
do not jinx it do not jinx it do not jinx it I can do it. I've got a goal, pretty definite at that, right? I've got a design document template.
It can't be called Chetris anymore... Well if we go with familiar brand perversion, it's more like
MicroLego, now.
Game PhilosophyThis game is supposed to evoke interest in chemistry. It enables the player to explore some of chemical interactions at the atom level, and then view the result of his work in the macro world with a physics simulation. The controls should be intuitive, and all the necessary information readily available and provided in an entertaining format.
Why Create This Game?1. I haven't seen a chemistry simulation in a video game, at least in one that reached to a wide audience.
2. Because I'm suffering from random University choice, and I'd like that such a choice was clearer for more people. And so I'd like to make a game that could make people interested in chemistry early.
3. Having studied chemistry at school, and having seen the situation with student interest, I'd like to make it more interesting for students, and involve more of them.
What does the player control?The player manipulates atoms and can attach them one to another according to chemical laws and rules.
What's the goal?To assemble all the atoms together so they make a molecule, correct from a scientific standpoint.
Features3D Graphics
Realistic physics.
Customizable interface (should molecules be realistic 3D, or 3D plastered in 2D fashion?)
More to come.
EngineComes in two (three?) parts:
1) Visual representation, handled by an external Graphical (+Physics) Engine.
2) Underlying chemistry. During molecule assembly, the engine [while interacting with Visualisation Engine constantly] takes into account atom valency, electronegativity..., size, probably, more to come. When the initial molecule is assembled, the engine searches for it in the compound database, finds whether the compound exists, or it decomposes or turns into some other compound/s, and passes the physical data to the Visualisation Engine.
Whew. That's a start, right? From that Philosophy section I can already see it clearer in my mind. Also, technically, you can make it work for inorganic compounds with just valency and electronegativity, right? Oh, and Chrystal Field or Ligand Field for complexes, but even that's probably a tier higher than what I want for a prototype.