This thread shouldn't exist.
Because this game will never exist. (Sorry!)
Because I don't know how to program or do art or do anything that makes a game, a game.
But what the hell. Nothing wrong with failure.
Here's the idea: it's a casual trading roguelike. I say roguelike because the game takes place on a randomly generated map, and because it's meant to be played many times, and because you are meant to lose, often, and restart. But it's not about exploring dungeons: it's about exploring one large world map, discovering cities, and trading goods between them. It basically comes out of my affection for trading/management games, but my frustration that everything is so slow, staid, and works the same most of the time.
You start as a simple hero unit, who has just founded a trading company in a small city. Other than that city, the map is black, waiting for you to explore. You are in debt, and you have a certain number of moves to make the money or you lose. As you explore you'll find many things -- people, caches of goods, monsters, etc. And you'll find cities, which for each game the map will be populated with a random set from a predefined list of unique cities. Each city produces a single good, unique to that city, which you can buy there and sell at other cities. Once you pay off your initial debt, you can begin to expand your trading post in the initial town, with the goal of cornering the world market (or something -- not totally clear on the endgame yet. Hopefully everyone will die before they get there!).
The hope is to fill the game with interesting micro-decisions. For example: the fastest route to a city is through a monster area (tiles in which you may be attacked). If you go around, you'll lose time. If you go straight through, you may be attacked and killed. Or: you can create items for yourself with the goods you trade: is it a better investment to make that lamp or to sell the phosphor and glass needed to make it?
Here's what currently exists:
1)a player unit that can move on...
2)...a 70x70 map of blank tiles...
3)...some of which become city tiles...
3b)...that the player can buy goods from...
4)...and some of which become monster area tiles...
4b)...which contain a few monsters for the player to fight.
+ Basic monster tile functionality. + add a UI/HUD + Make cities do something (sell goods).
+ Implement equipment, crewmembers.
+ Develop UI/HUD to display various goods, attributes, etc.
+ Advanced monster tile functions.
+ Add more tile types and events.
It's being made in FlashPunk.
I'll use this log to post updates and ideas, probably a couple times a week if I'm making progress. Progress is slow because, as I said, I'm learning everything as I go.
Any comments, advice, suggestions, or derision is welcome below.
Note that the in-game font I'm using as of 7/24/2011 is Texture Fancy
of fontstruct.com. It's used under the terms of the Creative Commons attribution/share alike license