What system is this game comming out for and what sort of game is it?
I'm planning it on the PC. I'll be using the C4 engine probably, and the idea for this is a kind of free-roaming anti-terror plot. It's probably going to play out similarly to a modern-day Assassin's Creed style of play... well to an extent. I'm thinking about how I would incorporate a system that's kind of like free running but a bit more limited; it won't be like other games where you get on top of buildings and can jump like half a mile into the air (like Prototype or Spiderman where you jump to the top of the Empire State Building and then off of it again and no one seems to notice), but you'll be able to run up walls a little bit and jump off of them like in Prince of Persia (assuming I can work it out, I'm not much a programmer so that part is going to be pretty new to me). It'll be in an FPS style as well, but I've got a pretty good technique for animation, plus motion capture is getting increasingly cheaper (there are systems for like five thousand now that appear to work pretty well), but it'll still be a little bit of work to get it right so that no one gets motion sick like playing Mirror's Edge or Breakdown.
I'm also working on a couple of projectile codes that I'm going to work on incorporating. I've written out some simple equations that will give me the trajectory and power of a bullet, and I'm working on making a system where the trajectory will be affected by wind. I'm working on it in the UDK because it's free and I'll have to change it for C4, but the concept will be down. This will probably only be used for sniping because it takes up a bit of CPU power to compute that, and really I don't think it will make much of a difference in most firefights where the player is like fifty feet from the enemies.
The gameplay I have intended isn't really fast paced like Call of Duty or Halo, instead it'll be like Oblivion or Morrowind. Basically the player takes control of a special agent that works against domestic terrorism, which is on the rise, and the story just progresses from that.
Man thats going to take forever. How long has modeling all of these building taken you?
I started it about six months ago, give or take. I don't expect to finish it any time soon. I'm actually focusing on another game right now, but that one is far far easier to make and I'm working on it with Kingbdogz (guy doing the Edge of Eternity project), when we publish it we'll be forming a corporate entity and then I'll start focusing on this more. I'm hoping that once I get the model done, I can get some cheap textures and sell it on TurboSquid or something and get a bit of money. When we publish the game we're focusing on, I'm hoping to sell at least a thousand copies of it which will cover most of the costs and let me get a little bit more expensive stuff to expedite the process (right now, for most all animations I record myself doing something from two angles and hand key it; if I can get some motion capture cameras then animating won't be such a pain).