I don’t know how much programming experience you have in the game, but I would start with something more limited.
Start with a game based on 2d tiles (Sokoban, etc.) - they are relatively easy to write - something where objects are always on the tile, which makes things pretty trivial.
Once you have the principles of this, the game loop, synchronization, user input processing, data model, rendering, etc., then you can do something more active.
Then you can try something like “Asteroids” that will need some 2d vector maths, intertia modeling (i.e. integration), maybe a little trigger. and a collision system based on non-gravity.
After you lick, you can try something 3d, which makes things more complicated again, mathematically.
Markr source share