I've been keeping my over all goal to myself since it is one of those "you are here.. and there is really really far away" type situations.
Anywho, my idea is a conglomerate of a bunch of my hobbies. Its a racing game (how original). It is specifically geared towards drifting. If you dont know what it is, google it or wikiepedia it. It is meant to be a single or multilayer type game. Single player is more you practicing on your own and online is "head to head" (2 players at a time) type racing. If you win an online race, you get money to be used towards your car. Nothing special. You can also do a free for all where its just a bunch of people at once with no real scoring/money. Just playing around basically.
The kicker, for me, is that you can edit your car via the main website. You can edit looks but the main goal is realistic parts. Each modifies how your car reacts in the game world but are modeled after real parts. This way, you can edit your car theoretically anywhere in the world and be able to load up your settings into the game from anyone's computer.
The website is the easy part. Being a business programmer, I can whip up the database and interface (N tier w00t) within a week or two. The gaming aspect is the pain for me. I know people say to start off small and grow bigger. I've done the basic 3d stuff like loading models and moving them around. My goal is to get single player basics down first. Static level, single car, just get the physics right and add features as I go along. That way I'm incrementally learning and updating the game.
I'm using JigLibX as a base since I was going to code my own rigid body but it's already there. Learning how to use it is proving hard. But the cool part is, I might be able to code in ragdoll physics so you can run into spectators. I don't know why that excites me but thats something i've always wanted to do in racing games lol.
I love CornFlower blue!