Starting with C++ might be a bit steep to begin with, and learning C# in order to get into Unity is also kind of a difficult proposition. The issue with Unity is not the complexity of the programming, as far as I've found. I would maybe recommend C# using XNA(or whatever the open-source equivalent is nowadays), as there should be pretty good tutorials out there and you can build that stuff using Visual Studio Express. Another example would be Java and Lightweight Java Game Library, though I haven't had any personal experience with that yet. If you wanna get going fast, and prototype an idea, I do suppose Gamemaker is the best way to go.
Hugh_Jazz's forum posts
@thebeastwithtwobacks: It looks like a mix between Assassin's Creed and The Witcher 2. I am super stoked about that, to be completely honest.
I'm on a Mac with an external monitor(2560x1440) as my primary, and the Full Schedule pop-up shows up in the middle of that screen. If I were to wager what's going on, the pop-up's being rendered at what would be the correct coordinates if it were on the Mac's actual screen.
Would you be interested in releasing the source for this?
For the devilish stuff, I'd recommend Shadows over Camelot, which has a pretty cool traitor mechanic, but is for the most part a cooperative game. I've never played it, but maybe the Battlestar Galactica would work for you guys? I'm waiting to get my copy of the 4X game Eclipse, which seems to have some diplomatic maneuvering as well. All of these games might actually be better with 4+ players, but I think most games of the type you're looking for are.
Unity is fine for both programmers and designers, but if you're starting completely fresh with no programming experience at all you should maybe look into Game Maker, at least as a prototyping tool. Either way it'll take a lot of studying to get even completely basic systems working. Expect to put some time into it.
Seems to me like you've got a pretty good thing going on, so I would suggest not reading too much into her texting behaviour, because it's not a real-time conversation and should not be treated as such.
However, I'm a pretty big proponent of being up-front and earnest about things, so if it's something that's bothering you I think it's definitely a valid conversation to have. Just remember that your way of texting is not the right way(in the sense that there is no right way), so if you ask her about her behaviour, try to find out if anything about your own texting(frequency, speed of replying, subject matter) is bothering her.
Either way, as George Clooney so eloquently put it: Be cool.
@peezmachine: Also, since you specifically mentioned it in your list of things needed, I've been looking into setting up some client server communication just to learn it, and have gotten a hold of a cheap VPS to that end. Not that I've any real experience with such things, but if you're hell-bent on doing all the client-side gameplay stuff yourself, I'd be into helping out on some other end.
If you set the code up in some online repository I'd be very interested in helping out(doing all the coding yourself is a good thought, but one person only has so much time, so if it's segmented up well enough a slightly larger crew could be beneficial). I've done some stuff in Unity, but I'd be very interested in working in C++, since it's been a few years and I'd appreciate the re-familiarisation. Also I'd recommend using some more immediate form of communication as well as forums. Something like Google Hangouts or Skype, where it's easier to quickly get in touch with people you need to get in touch with.
I tried to get involved with a previous game development endeavour here, but because of time constraints and the fact that the game being made wasn't of terrible interest to me I never really hung around to contribute. A Windjammers-style game, though, is of a great deal of interest to me.
@encephalon: Sounds like The Kingkiller Chronicle might be something for you. Patrick Rothfuss has really written the only mundane-feeling application of magic that I can remember, where the natural rules and laws of the magic feel like something grounded in our own understanding of physics, instead of just being some mystical force. That's also not the only reason why The Name of the Wind is the best fantasy novel I've read.
Aside from the afore-mentioned and its sequel, I'm currently getting all up in Scott Lynch's business with The Republic of Thieves, the third book in The Gentleman Bastards Sequence, which I've also found to be a pretty superb set of fantasy books where the actual magic bit has been taking a good back-seat to the heist and crime portions of the story.
Also worth a very warm recommendation are The Farseer and Tawny Man trilogies by Robin Hobb. I actually read the Tawny Man trilogy first, and Farseer second, which I feel worked out impressively well due to the nature of how those stories are told.