I may not have actually done any design or implementation yet, but one thing I have done - and done lots of, is write down ideas for how I want the game to play. So far, I have 18 pages of documentation describing all aspects of the game that I can think of! I like to plan ahead ;-)
This is taken from the section 'Basic Premise':
"In Mod Wars players take control of a module that resides within a global computer system known only as “The Grid”. The grid is visually represented on screen and players “run” the grid by controlling their avatar along the grid lines with the keyboard.
Mod Wars could be considered as a kind of RPG as modules can grow in power over time and can diversify with different play styles. A module occupies a certain amount of storage within the computer system and the power of the module is related to the amount of storage that it occupies. The storage occupied by the module can be loaded with programs which are then used in combat against other modules. As the storage capacity of the module increases, so does the relative power of the programs that can be loaded."
Visually, imagine a dark background with blue gridlines all over it and then imagine little coloured blobs running along those lines - thats my players 'running the grid'! Of course this is all still in my head as I haven't even drawn any graphics yet.
From a gameplay perspective, Mod Wars is basically an RPG (Role-Playing Game). Player modules have stats which define how strong they are and what they can do. The programs that are loaded into the modules can be thought of as a kind of spell system that you might find in a fantasy game. Being a multi-player game, I'll allow players to get together in short-term groups called LAN's and more permanent arrangements (like a Guild/Clan) called a WAN. Yup this game is chock full of silly, geeky computer words. That's the benefit of being a computer geek that likes games and also happens to be a software engineer :-D

