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Hey, so we are using Unity as the game engine, I've been coding in the project for almost 2 months now.

Our idea is to create realistic levels (not super realistic but good enough), and we want to make the story a strong point of the game, including different characters that you can meet in different runs (we want to add this if it fits in the scope, but we are yet to decide). The game is going to be hard at the beginning but you can master it discovering strategies on each failed run.

How does it sound? Is there anything else you want to know?

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Okay, so the game's difficulty is based mastery of player skill (rather than skill points)? I like that!

I'm guessing we'll do a workflow to generate some content and then review if it fits what we want, right?
And if you're going to onboard talent from a number of sources; how might you handle conflicts where nobody is in the wrong, but it's difficult to make the product come together? Are you thinking scrum-based task-to-task missions for the team or perhaps this entire project is but a dress rehersal for a future project down the road (ie. finding the bits that work, noting why they work or dont work, and restructuring it all together so that it will be a smoother process for the 'real' project)?

Jumping off that last point... what's the smallest project that can be done, that will be most useful for any future project?
* Perhaps we'll need to make some character information and interaction system? (And if so, what form would it take? It feels like a content contributation framework like conceptnet.io or feather.wiki would be helpful for onboarding writers into the project. But the main issue would be how the game could update itself from the living document.)

* Perhaps there may be need of a test bed for staged testing to ensure functionality with every update (and each supported computer type)? Even if you're not using custom plugins or preset library modules; as core design team, you're going to have to made the decision on the approach with respect to the mechanics. (ie. isometric vs top-down vs sidescrolling vs FirstPerson & hexagon-grid vs square-grid vs pentagonal-square-grid vs MultiUserDungeon/InteractiveFiction 'rooms'.

Yes, we will generate some content and then check if it's what we want. 

It's gonna be a 45 day project, so we don't expect many conflicts but they can be discussed with the whole team to reach a decision. We aim to create a game with this project, rather than create pieces of a future game.

Yes, a character interaction system that can be exported to other projects would be nice, but the focus would be on finishing the project on time. 

We will definitely require some tests as you said and some of the decisions you mentioned are already decided (i.e. we went with the top down perspective)

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To get things rolling, I could grab some textures from ambientcg.com
If you have an idea of what modular shapes you need and at what resolution (pixel scale - such as how many pixels per 5ft grid as per D&D standard), I could get started today.