1. The smaller your game design, the greater your chance of actually getting it done. People write these gradiose, huge design documents, then fail... constantly. Instead, think, "hey, how can I make this with only 10 kinds of guys/tanks/whatever on each side"... get it built...
then expand. By the time you've gotten those 20 things done, you will also know a LOT more about how to actually do things.
2. Don't be afraid to make a game by just stealing OTA models/scripts and slamming it all together to make a new game. There are literally THOUSANDS of units that people have made, available for FREE, on
UnitUniverse. Just steal some and start going to town! Your mod will look visually chaotic, until you learn how to actually model, script, etc., but at least you'll have a starting-place
In short... don't be a talker... be a do-er. There are literally dozens of small-scale ideas that nobody has done yet with Spring that might be a lot of fun
Here are a few:
1. Make a WWI simulation. Instead of worrying about "historical accuracy" and other annoying stuff, though, just concentrate on getting the feel right.
All you need is:
A. One tank, that's slow and fairly weak against artillery, but is immune to machine-gun/rifle fire. Arm the turret with a machine-gun.
B. One static turret, representing machinegunners in a fixed pit. Make it take little damage from "rifles", more damage from machine-guns, and die from direct artillery hits.
C. One K-Bot to be the "soldiers", armed with a slow-firing weapon that is a "rifle".
D. One static turret, representing artillery in a fixed position (in WWI, artillery didn't move around during battles very much, so this is reasonably realistic). Artillery should make use of EdgeEffectiveness, and cause craters through ImpulseFactor. This means that only direct hits will cause serious damage to tanks. Make the artillery have a very long range, but considerable inaccuracy.
E. One airplane with a machine gun, very vulnerable to direct hits from almost anything, but flying high enough that it rarely gets hit.
F. An Engineer unit that can heal terrain and lay down mines and barbed-wire really fast. Not armed.
G. A barracks to produce the mobile units.
H. Mines- both anti-tank and anti-infantry.
I. "barbed-wire"- AKA DTs or whatever.
That's it. Make the Barracks produce just enough Metal/Energy to support itself as it builds. Make building a new Barracks take almost forever, and have the Engineer unable to Assist (we can do that now). Voila... you've got the essence of WWI. I could probably build a rough edit of this, using units that other people made/scripted... in a day or two. It's not hard, people. Go make a neato game!