My 7 day fps attempt
As posted on the google group... Yes, it's almost a week late, and the 7 days were non-consecutive, but I did make a fps and had a lot of fun doing it, even though it didn't quite turn out perfectly..<div><br></div><div>Gameplay video:
(windows): http://dl.dropbox.com/u/46850924/spacefps.zip</div><div><br></div><div>It's a jumpy swingy space based platformer... </div><div><br></div><div>ps As the first person to post a project on MGSA, what do I win??</div>

Comments
<a href="http://soundcloud.com/hattendo">http://soundcloud.com/hattendo</a>
</div><div><br></div><div>Disclaimer: I only came across this today but the vid has been up since May.</div><div><br></div><div>it's basically my game idea 'Done Right'... which is a bummer but also cool at the same time: I get to see (and play) my game as it could have been polished and done right... but at the same time it removes all motivation to work on this any further :/</div>
from the google group... I'd love to do take it in an exploration/puzzle direction. Though I wouldn't want the player to play the game as a human explorer... something more arbitrary, as in you are a working space ghost that has to restore imbalances in solar systems and ensure black holes don't form? I would also love to make some weird space creatures... i bet there are space-jellyfish somewhere in the universe. I think hopping from solar system to solar system maintaining order is probably a narrative that can be communicated simply and that can serve the game well.
damnit... now i'm tempted to work on this again... must remain focused... :D
note that the game has no GUI, no models except for primitive shapes, no texture work, no weapons, no AI, no characters, no terrain, one level, minimal lighting, and only about 4 sound effects. It's just about as minimal as you can make a game.
Getting the physics to feel right and building the level took the most time (not much more going on in the game besides that!) as those are very reliant on experimentation.