Seems like things are going according to plan then.
Partially.
On one hand, I now have a full scope of all I have to do to bring this game to life.
On the other hand, it's just as big as I initially imagined.
Here is the laundry list of things I must code before I can even work on the static meshes (read: props) for the levels and start acquiring models:
-Multi-projectile weapons for the player.
-Multi-projectile weapons for enemies.
-Multi-projectile spiraling weapons for enemies.
-Enemy firing patterns. (Shouldn't be too hard: I'd just have to recreate
this with more bullets)
-Boss firing/spell card patterns.
-Player spell card system (my current idea is to have one main weapon with infinite ammo and use the secondary as the spell card system, and for the modular spell card idea I brought up in the concept, it could be multiple secondaries [which were even possible in Unreal Tournament 1]).
-Death bomb system.
-Boss health system.
-Beam weapons with triggered delay. (Shouldn't be too hard; it's a simple particle effect followed by an instant hit beam.)
-Heads Up Display
-Health Bar/Game Over system.
-6DoF Controls (I've seen it done before, and it would really make the game)
-The command menu or a simple command system. (Super-simple, since it's already coded into UT3, complete with fill-in-the-blank templates, so you'd probably hear something like "[Character name], attack [target]!")
-The score system.
-A score screen (preferably like the Command and Conquer score screens with a tally of how many enemies you killed).
-The camera system.
Again, if you know UnrealScript, lend a brotha a hand and help bring this 3d Gensokyo to life! Juggling my music remake project (which I'm a week late on), various oddjobs, and non-stop Patchouli-levels of reading books on game design and music production, I've been trying to learn Unreal Script and Kismet (a flowchart-style scripting system) in my spare time, but even with my eighteen-hour days, I still wish I had more time to study. (Though, I do know how to make some killer stages and final boss fights for Story Mode from what I learned in those design books.)
Part of me wants to think my game design books are right and that a team really is the best way to go, but another part of me keeps remembering Touhou was just made by one guy; a guy who said, "To those who wish to make games: Just try it. Don’t worry too much about the details. If you come to a part where you need to think it out, think it out. You can’t let yourself get caught up worrying about all the details."
Edit: I thought of a new title: Touhou: Illusionary Skies.