A partner and I are in the midst of creating a (not so) simple game via C++ and SFML (2D). We have both created some simple games (not together) and would like to start work on a more serious, larger project that challenges our abilities to program, interact with large code as well as working together without getting in each other's way.
The problem is the getting in each other's way- well, not yet at least.
We had our first group session today (us two working on the project, one to-be tester and a friend of ours) and wrote down some ideas. It's going to be a birds-eye perspective zelda-like (from SNES) game with a streamlined map and quasi-linear gameplay like Gothic (open world, but you'll likely get yourself killed if you wander around too much).
Needless to say, I'm not sure if we're aiming too high for the moment, but our biggest concern is the division of responsibilities. Our first impulse was to work on aspects of the game that had nothing in relation to the other (I would work on the menu, he would work on the map, for example).
Our next impulse was to work on closely-related things in a list-manner. (First the menu, then a map, then the character, then the monster, etc) so we can, piece-by-piece, see our code coming to life in an orderly fashion.
We haven't picked a VCS yet, but I'm thinking it's going to be Mercurial for the simple reason that I have heard good things of it (neither of us have yet to use a VCS).
Question: What would be the proper way to divy up the responsibilities between the two of us? How should we start, how should we continue and how do we do it together with maximum efficiency? Any other tips would be greatly appreciated!