The project doesn't have a proper name to use currently, so for now it'll just be called the "Isometric RPG Project" for the time being. Overview of the plans for the project are as followed: 3rd person Isometric view with static camera, but with a actual 3D world. This means characters and scenery objects are all full 3D meshes, layouts will be across a single level so there won't be any upper floors in a room, or stairs leading up to them. However depending on how practical it is to procedurally generate all the content for multiple levels of a station each time you move to a new station, there may be elevators or doorways that transport you to other areas of the station that aren't on that level. Set on a series of space stations in the void of space between solar systems. The overall goal for the player is simply to make it to a target solar system, however there is no FTL travel in the game universe so long distance level is accomplished through cryostasis, and as ships are not capable of making the trip in one constant attempt, stations are constructed at various points between solar systems to create a relay route where ships can stock up on supplies, repair, trade, do business, drop off passengers and pick up new ones etc. Each station is technically neutral and not owned by any singular corporation or government entity, however that doesn't mean there aren't entities working behind the scenes in each station trying to sway the officials to see things their way. Player will control one singular character, and there won't be any predefined class system. There will be at least 6 various core aptitudes in play, with the player focusing on either at most 2 main aptitudes to focus on during the character creation process, or choose to focus on a wider number but only be 'adequate' at basic tasks involving those skills. Aptitudes will range from computer systems, mechanical engineering and bio-engineering to more basic run of the mill areas such as fire arms and diplomacy. Alongside core aptitudes the player character will have have a basic background that is created during character generation that will generate a basic personality profile that will determine the type of people the character gets on better with naturally... if this will just be a simple 'select a personality' list or a series of pre-set situational questions in the form of past events is yet undecided. There will be multiple ways for the player to secure transport to the next station (or the one after that in some cases), this could range from simply earning enough money to book passage on a transport, to working for one of the several corporations to secure private and free transport amongst other perks. Reputation with corporations and/or factions is persistent between stations, however the powers in play may differ significantly from one station to the next. What may have been a major power in your current station may hold no sway at all in the next and people will remember who you've affiliated with in the past, and if the next station is subtlety being controlled by rivals of your previous employers it may make your life a lot harder getting off that station. Each station will be procedurally generated, with the layout of each station reflecting the role that station plays in the relay, some stations may be major repair outposts that support surrounding stations and ships and act as the last stop for ship captains to make sure their ships are up to scratch, others may be agricultural stations that supply that part of the network with all the food they need. Out of combat, the game will play in real time. During combat it will switch to a turn based style. Missions will generally take place in random generated sub-areas of the station, this will make it easier to make interesting mission specific content without having to tamper with the core layout of the 'public' areas of the station. Progress Not much physical has gotten off the ground yet due to real life interfering with the time intended last week to work on the project being taken up by a last minute job interview. However, so far I have created a series of template tile meshes and have made some progress on the station map creation behaviour to the extent of I can randomly create a series of runtime defined dimensioned rooms, then create a connectivity relationship between various rooms and then calculate a very rough corridor system between each room, however it's all mostly code based with little visual to it as the template tiles aren't being used yet and even then the templates are untextured so would just be blank mesh shapes which probably wouldn't interest many people so that's currently not ready to share. This evening I spent a quick hour (that includes coffee making hehe), making a concept semi-ambient track then some time after making a variation of it as part of trying to decide on the mood I want for the music itself, they're still very much work in progresses and as said they're more mood concepts than anything else... but... Original concept (Entering The Void 1a) First Variation (Entering The Void 1b) Defunct video link removed Sound levels on the original are slightly off as I was tweaking levels whilst working on the tracks that make it up to better pinpoint sections that didn't quite work right and didn't set them back quite right before exporting and uploading. I certainly welcome any feedback on the semi-ambient mood concepts, or any questions and thoughts on the general outline given, but can understand if there isn't much to ask given how vague and of no real substance it all is at the moment.