The original concept for "Lurk" was a Fantasy Role-Playing Game (FRPG) based on two genres: Roguelike games, and Interactive Fiction (aka Text Adventures).
Specifically, I wanted to create a game that would have been a hybrid of "nethack" and "zork".
The concept for "Lurk Zero" has evolved over time to become more Roguelike, more FRPG, and less Interactive Fiction, while retaining the richness of well-written text.
The FRPG system has evolved and has become its own separate element; one future idea will be to publish a book of the completed Lurk FRPG system.
Lurk Zero, in it's current state, is a collection of incomplete game code and game design that requires further work and organizing.
As a solo (or "lone wolf") game developer, I've relegated myself mostly to game design. The (essentially) entire design exists as a vision of mine, with elements scattered here-and-there.
First, I should mention the game influences:
* Table Top Games: D&D, D20, and PathFinder
* Roguelike Games: NetHack, Dungeon Crawl Stone Soup
* Interactive Fiction Games: Zork (I, II, III, Beyond, and Zero)
* General Multi-User Domains (MUDs): specifically Aardwolf
* Classic Role-Playing Games: Zelda, etc. TBD
* Modern Roguelike Games: Pixel Dungeon, etc. TBD
* Modern Fantasy Role-Playing Games: Skyrim, etc. TBD
* Modern MMORPGs: World of Warcraft, Rift
Essentially, the collective game design is a mixture of elements and element variations from the list of influencing games, with a unique cohesive design direction.
The first accomplishment is to create a basic simple working prototype.
Elements of said prototype:
* partial randomly and procedurally map/level generation
* bird's-eye perspective of a 3D game (i.e., a top-down camera perspective)
* turn-based gameplay
* player input controls via gamepad, and then perhaps keyboard and mouse
* one or multiple monsters that act and react based off of a simple custom AI engine
* simple interactable map elements
* simple combat, drawn from the player's ability to move the player's character, and the monster's ability to be driven by custom AI to attack the player's character
* a short set of items that can be picked up, equipped, unequipped, dropped, etc.
* a simple beginning of a game play HUD
* basic textures, 2D and/or 3D models, etc. so the game has basic visual appeal
* a simple implementation of game state flow (title screen, loading screen, start screen, game play screen, end screen)
Once a working basic prototype is complete, the prototype will be made available to team members to tinker with and draw ideas from.
the game roadmap in summary:
1. create sharable simple version of the unity project for other team members to tinker/work with
2. create the simple basic prototype of the game
3. organize all features into one document according to hierarchical order, prerequesites, and priority.
4. iterate through a recurring development process that adds features to the base prototype until achieving the "alpha" version.
5. revise and clean the alpha version into a more cohesive version and add remaining high-priority simple details to create the "beta" version.
6. freeze all continued development while beta testers playtest the beta version; collect information from beta testers on comments, suggestions, bugs, etc., and make those changes
7. make a pre-release version that the development team will perform a pre-mortem on, and make final changes (e.g., polish the pre-release game)
8. release the game, hopefully at least on steam, with other game platforms to have target releases in the future
9. firefight the released game regarding bugs
10. begin development on expansion packs and downloadable content
11. establish a definition of "done", where the game is considered complete by the game development team
12. move onto "Lurk 2" or even an entirely different game altogether