The path has been long, almost too long. What started as a simple idea became years of commitment.
Unlike most of my projects this was one I never felt any desire to quit. It stuck and never aged.
The idea started as being about an experience where you trek through a world fighting your way through while being inundated by remnants of some sudden hostile take over. It was to be quite linear and only about the creativity I could give the foes and the claustrophobic surroundings on your way to the final showdown.
I also felt with the addition of some story I could do something different to enhance the immersion.
Yet as you see from the screenshot it grew into something much bigger. I created many places that were large expanses. I could see how I could weave them together into a full world. I used Random Encounters as glue so as you travel between the areas and you can come upon what lays between.
Such a big world implies a lot. It would be boring if you couldn't specialize yourself and become the person you want. If you could this opens things up so you have the freedom to fight your way to the end much more personally.
With many areas, must come many stories.
Somehow the player will beat this game and will face many terrible creatures along the way. But you must face the world they've taken over, and those they may be manipulating. Maybe it's some of the people you think are terrible that are the real monsters.
Who exactly are the world's inhabitants? They needed to be a little more interesting than some idle groups of innocent civilians.
I decided there was to be a split between 3 major factions, humans, robots, and hybrids thereof . They have their petty conflicts to deal with. For example how do they share power and resources and trust each other? If they are in this world they must deal with chaos in it too.
Do you unite them or push them out of the way by some means of force? Maybe something worse. That is the game.
It is still a work in progress.