Sometime I just stare at the screen for days in a daze, imagining and playing the game in my head, figuring out bugs and code and waiting for the answers to seemingly pop back into my conscious awareness from the void.
I knew something wasn't quite right, and after much deliberation I think I have erred to far into the terrain of the traditional cRPG, where-as what I wanted to create was a top-down strategy game, where you started with a very small number of units, and gradually grew your numbers by various means, whilst carving out your underground base, and finding and eliminating the other bunkers, with a bit of research and development thrown-in.
Basically it was elements of my favourite games that I wanted to combine, into something I would enjoy playing/making. With elements of the research and development + civilisation building from Civilisation, bunker/dungeon building similar to Dungeon Keeper, and the squad based turn tactics of Rebelstar/LaserSquad.
So with this in mind, I am in the process of sitting down and mapping out a development/research tree, broken down in four fields, science / engineering / combat / social (probably).
Each unit, has various skills, such as science, engineering, medicine, close and ranged combat, and leadership, which determines their main profession, though it doesn't limit them to that capacity, as particularly at the start of the game units will have to do many roles.
I haven't figured out resources totally yet, but power/energy will be a concern, as well food+water, and material/stuff to make into other stuff.
I think I am going to have special rooms, which you can discover or create, like in Dungeon Keeper, which perform special roles, such as medical rooms, workshops, science center, etc. Though I am going with a very simple 3x3 fixed sized room. I would like a similar room generation/carving out assignation as in Dungeon Keeper, but this isn't essential at the moment, and I want to see if it works in terms of the game first before I commit too much time into this.
I am currently working on the backgrounds of the four main factions, and their particular biases, such as the "Morlocks", the "Skaleds", the "Cabal", and the "Astra Argentum".
I haven't quite figured out how to do character progress in the game, and either it will be the traditional D&D route of accumalate and level-up experience, or the RuneQuest style, of a small chance of a skill going up as and when it gets used. (Expedience suggests the traditional D&D route will win).