To dragonboy (and in general): [NOTE: These are my thoughts on a solo project.] You sound quite enthused about developing a game, which is great! But, try not to drown before you get in the water, you know?
I think it is most important to design something
you would enjoy playing. Design a game like you're the only one who matters. Design what you think others will like and it can become very difficult to focus; the more personally attached to your game the better. Design a game disregarding technical limitations of any kind. Is it really worth sacrificing a great idea just to squeeze it onto your favorite system (like Megadrive/SNES)? Even abstract ideas that are potentially great (but don't exist to play) far outweigh a technical example or demo of physics (or something of the like).
The most famous example is Cave Story; made by one person over the course of five years, mostly during late hours as a hobby (he already had a job and family, after all). Having read a few interviews he described no direction and no planning involved. When asked how he composed the music he responded something like "I'd put down a few notes. If they sounded good I kept them, if I disliked them I got rid of them. I repeated this process." I appreciate that kind of work-flow and philosophy, despite not always having the luxury of working at a "relaxed" pace. I get the sense that Cave Story was created at a snails pace; logically, thoughtfully, lots of retreads and reworkings. When (not
if) you get a chance to play it you will soon realize (if you haven't already) this game is almost perfect. Really. Nothing feels tacked on, it doesn't feel pushy, it doesn't hold your hand or guide you along. It's polished and wholesomely enjoyable.
http://www.miraigamer.net/cavestory/ And YES it is for Mac as well, and YES it has been translated into English. So for all who enjoy good games, good design, and good inspiration-- download this sucker now.