I've decided that I need to work on something fun again, so I'm going to make a game. I really want to use C++, but I really like the ease of using Actionscript for graphics. So I'm going to use both!
How you ask? (You didn't ask? Nobody is reading this?

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Well, it's going to be a network/online game. The graphics layer and control layer will all be handled entirely in Actionscript while all of the actual game code will be handled by the C++ server.
To make things simple-ish for me, I've decided it's going to be a walk-around RPG game with turn-based combat (think Final Fantasy). This basically means you (and 2-3 friends) can wander around in the game world each of you with different characters all controlled separately. You can chat back and forth with each other as well as meet and talk to NPCs. When combat happens it switches to a different "combat" view (again, think Final Fantasy style). I'm thinking that if one player is attacked it alerts the other players (probably via a red text message in the chat window). Other players can then walk to that characters position (I'd probably display some sort of indication that they were being attacked) when they approach they are given the option to join in the fight.
I plan to design the C++ part so that you can play through battles in text-mode without Flash at all. The C++ server will be able to run and have all of it's functions tested completely alone. This will be for debugging purposes only of course. I really wanted to make a real-time game but the complexities it causes me for network code is too much to deal with. The turn-based battles will save me a ton of graphics drawing too. I'll only need one sprite per enemy instead of around 20 each. I'll still need about 16 sprites per playable character though.
I've don't have a story or any other details like that figured out yet. I've got a few ideas bouncing around in my head but nothing definite.
This will be entirely open source. I don't expect anybody to help me but you are free to jump in wherever If you'd like.