I've been mostly a lurker. Lots of good work here, and I think I can safely call myself a fan of Gorepete and his work. With that said, I were a professional programmer, and I do have some ideas for a game. However, I'd like to pull on some experience here before starting out.
First, a quick description of the game I'm thinking about.
Setting: Future fiction. Setting similar to the Judge Dredd setting. One huge city - too huge to map out, really. Life is very easy - too easy, some might say. Citizens turn to the strangest fads and kinks to keep themselves entertained - personal modifications, crime sprees, etcetera. You do have Judges that keep things under control, more or less... mostly less.
The player's role: The problem is that this is very ambitious. To start with the plan is to tell the story of two street judges, but leave the player free to play either a street judge or a citizen, of either gender. Playing a street judge would leave a lot less room for personal modifications and sex - at least of the voluntary kind - since that sort of thing is highly discouraged. For citizens, though, anything that can be done by highly advanced surgery or mutations could work. There's certainly anthromorph - based street gangs, alien artefacts, weird and wonderful sports (due to previous food shortages, the most illegal underground sport is eating contests.).
Interface: Despite my many qualities *cough*, one thing I'm not, and that's an artist. Sorry. A text - based interface like in Corruption of Champions, or RPG maker - could work. The game style would be part life-sim, part adventure; as a citizen you are more open to determine your own path, as a judge you would be handed cases to deal with (or just patrol and see what pops up).
Combat: I have had it up to here with 'You hit for 5 damage' 'you are hit for 8 damage', 'next round' kind of deals. I've been thinking about it a bit, and I'd like to try to make a system based on STATES. You can be in the open, enemy is in the open. This is state 1. State 2, you are in flimy cover, enemy is in the open, State 5, you are in flimsy cover, enemy is in flimsy cover, and so on. Your options in each state depends on your skills, coolness under fire, speed, weapons, suppression level. (If applicable, not sure how many details should be abstracted or not.). The system handles just one enemy at a time, with additional enemies are handled by low-damage, low chance to hit attacks 'from the sidelines'. Both yours and your enemy's actions can affect each state, a sort of paper-scissor-stone thing.
(You are in cover, enemy is in cover. You try to lean out and aim, he tries suppressive fire. You are forced back into cover and miss your shot, unless you make your coolness roll, in which case you have a decent chance to get a telling shot in.).
The idea with the combat system is to make your choices relevant and result in potentially exciting descriptions of the combat. I'd rather have it skill based than level based. (Although level is a good mechanic to gauge suitable opposition.).
So... what tools, if any, exist to make something like this? RPGMaker could work, I guess, but I am not sure if it has a flexible enough interface, and it seems like it has a lot of aspects I would not be using. RAGS seems stretched allready to make Cursed!. Suggestions?
Before you ask:
No, I'm not interested in a crew here.
No, you probably won't see anything about it for a month or two at the earliest, other than possibly more questions and musings.
Regards,
Me