It's a brand new year, and so we are now working on making a new game. Team WASD is still together, with four dedicated members: Dan Stepchenko, Dan Cortens, Sedona Parnham, and myself. This year, we plan to make a game entirely different from our previous creation, Raptor Racers.
So far, we have a concept, but many details have not yet been hammered out. Our concept focuses around the idea of attraction and repulsion, specifically in the context of magnetism, in a "tribal" themed world. The player will be able to navigate a world (likely in 3D platformer style), fight enemies, and manipulate the world and metallic objects within it using magnetic powers. The main goal will be to fight enemies and solve puzzles in order to make it to each next stage in the game, where the main character may then gain more power to use in further levels. We also have plans for a multi-player mode, though this would likely be implemented next semester. However, we recognize that this concept could potentially cause problems for us due to its relative complexity, so we are planning on taking this one step at a time, completing the more important aspects of the game first, and then seeing what we are able to finish.
We have plans for the main characters (there will likely be 2 to select from), a friendly NPC, and a couple of bosses. A number of these have been sketched out on character design sheets in three poses for our 3D modeling class. My sketch, shown below, is of one of the bosses in the game. The bosses will likely be guarding an artifact or a power that the player must collect to advance, and they will also likely all be robotic or at least have a similar feel in order to fit with our theme. This boss is a robotic being that also resembles a totem pole in order to fit with our tribal theme.

Besides this character work, we have been discussing a possible story behind the game, but have been avoiding going too far into this before we are given our potential "themes" at the Game Development Workshop. I have also started on a particle system over the weekend, for sparks when metal hits metal. This is about halfway done or more, but there are a few visual issues I need to fix in order to make it more appealing to look at, and a few methods I'd like to compare. For instance, I have one version of the particle system using spheres, and another using lines and varying transparency. I am planning on comparing a few different ways of doing this particle system before completing it. I will also possibly need to adapt my code to work with WildMagic++ and Havok rather than OpenGL. However, I at least know I have a basis for the particle system so far.
Sparks particle system using spheres. Right now, the spheres fall in a fountain-like pattern.
Sparks particle system using lines. The lines also fall in a fountain-like pattern, but have a shorter lifespan than the spheres, and become more transparent as the particles age.
Altogether, we haven't done a whole lot of concrete work yet because we are waiting to learn about WildMagic++, Havok, and to be given our additional theme, but we do have a solid concept and characters, and so we are hoping that this is starting us off on the right track for this year.