I think the first stage is to analyze the game, the PC version anyway, and make a note of what screens are in it, complete with screen shots for reference, make a note of what weapons, ships and the island names are, and what the icons do. Not everyone has played the game before, so it's best to ensure that we are all on the same page. Once that is done, I think the next stage is to duplicate the media used (models, icons, weapon effects, etc) and stick it up as an archive so we are all working from the same data.
Then I feel the programming stage should start, because it's a multi-person project, I feel it would be best to do a flow chart for sections, to work out the basic game logic, or perhaps even write it up as simple pseudo code. Then we can tick off what has been done, make a list of the variables that have already been created, as well as any functions, then people can come along and see if something has been done or not, and start programming whatever section they feel needs doing.
I'd rather not go down the media less route because it means every thing is hard coded. It's easier to replace and add models then to code in new objects by hand. While V1.0 should be as faithful to the original as possible, there is no reason we can't keep the engine flexible enough for people to mod, and for us to later on create a version 2 game which would be more complicated. Also, we need to decide if this is going to be a zone game, or a single large world. I'd recommend zones because they are much easier to implement and manage.
As for e-mails, we might as well do this publicly on this thread seeing as it's already started. There's more chance of others joining in then, and if it gets too messy we can swap to e-mail afterwards, or I can easily setup a project website with forums, but I'll only start that once the project's code has started being written.
The other thing to decide now is weather or not we want this to be an open source project, covered by a creative commons or GPL agreement. I definately don't think we should charge anyone for the compiled game for V1.0, that should definately be free as it's a remake, but at the same time if we decide to take this project beyond a simple remake into something more impressive, that might be sellable, obviousally under a different name to avoid copywrite issues, than it would be highly unwise of us to publically release source code. DarkBASIC Professional could do with some more commerical games to it's name, and I'm sure TGC would support such a commerical effort by selling it from their website.
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