Hi. I'm a game design student in Plymouth, UK, and Cold Metal will be my major project this year, though hopefully I'll be continuing to develop it after I gain my degree. It's a pretty major project, so I'm not expecting to finish it any time soon.
One of my models, which might find its way into the game
Cold Metal is the coming together of several ideas I've been kicking around for a while now. Firstly, it's a science fiction universe where a bunch of stories I've been writing take place. None of those have been published yet, but it means I have a fair amount of the world already designed, along with it's characters, technology, society and history.
Secondly, I've been looking into how non-linear narrative in video games can work, and trying to figure out some techniques to bridge the gap between gameplay and storytelling that go beyond emergent narratives. I basically have some ideas and a growing collection of designs, but in order to develop and test them, I need a large, rich game world. Cold Metal is that world. I'm creating as much of the game as I can procedurally, but still trying to make an experience that rivals triple-A titles for depth and variety.
My blueprint for Cold Metal is the traditional 'Roguelike', but instead of dungeons, the player will explore The City, a future utopia where humanity has achieved near-immortality through technology. Instead of monsters, the world will be populated by civilians, corporate police agents, mercenaries, hackers robots and powerful industrialists. A lot of the stuff I have planned revolves around behavioural simulation and generated narratives, but I won't be talking about that stuff for a while, not until I start implementing it.
There's now a facebook page, where I'll be posting weekly updates. That's over on
http://www.facebook.com/pages/Cold-Metal/127319184005528 if you're interested. This thread will get updated less regularly, basically whenever I've got something to show off.
Thanks for reading all that. See you round the forums.
My first attempt at procedural city generation. I'm actually scrapping this and working on something a lot more interesting.