Thanks for the interest. I actually have most of the code done by now, to the point where I mostly have this long, long, rambling checklist of relatively small changes to make to the basic engine. Unfortunately, for some reason I find this kind of work very difficult to grapple with- a handful of big, meaty, neatly-encapsulated problems are often much better at holding my attention. sigh Well, I will get there eventually.
Some final, final, final tweaks and additions: The Colony Post (intended as a ‘starter pack’ for colonisation from orbit,) two new tiers of slum-housing added, a version of the Pleasure Dome that I’m finally happy with, and an array of Installation Sites for construction purposes.
Anyways. I’ll probably start up another thread and link back to this one once I have something playable available (partly because this thread is explicitly for art, and partly because it doesn’t seem to appear in the main forum listing when updated, possibly because of it’s age- I started it before the screenshot-thumbnail-generation feature was added to the site.)
For a second release of the game- which I stress I am not planning to actively work on for quite some time- I am hoping to eventually implement the following:
Seat of Power, Psyon Choir and Ansible- structures related to player-directed ‘spellcasting’ and long-range communications. (Might be loosely analagous to the ‘wizards’ guild’ in majesty, though I’ll probably abolish range restrictions and instead oblige the sovereign-character to learn required skills through practice.)
Sky Bridge and Hyperstructures- boost offworld commerce/migration, and create ‘basement levels’ for cramming in a larger population under poorer living conditions. (This would require a significant overhaul of the game’s basic pathfinding, topological representation, user interface and even command structure and AI routines, if very large populations are going to be managed.) I’d also like to be able to model deep-sea, aerial, and orbital or spacecraft habitats- possibly organically grown.
Schools for the Logicians, Initiates, Spacers, Shapers, Symbionts and Collective- These would be the setting’s primary ‘casters’ or ‘spiritual orders’. I’ve significantly revised my conception of their relationships and function since I munged them together from external sources, but I don’t want to go into too much detail at the moment. I will most likely be sanding down some of the rough edges.
Reservations for the Changelings, Krech and Jovians- friendly-ish alien races. The changelings are intended to be handy for stealth and infiltration, the krech for construction and defence, and the jovians for diplomacy and research.
So, for the present, that’s all the news fit to print. Though I did find a rather interesting quote in an otherwise unrelated article:
“Genre based RPGs codify and articulate unstated genre assumptions, which the player… uses as a matrix to create a shared narrative that in some sense resembles the original genre. The process of articulating assumptions tends intrinsically towards satire.”