I’m working on an RPG-style engine with the standard “kill monster to gain power to kill a bigger monster” loop, with the primary difference that the world is not static, but has an ecosystem, and every action you take has an effect (however small) on that ecosystem. I’ve grown really tired of RPG worlds with massive static decision trees. :)
So, for example, today I added prototype code to allow dungeons to grow in power over time and begin to release dungeon mobs into the wild, where they can interfere in city resource gathering operations, which can slow or stop city growth (which will eventually effect services the city offers to players, though I haven’t coded that yet).
Instead of getting a static starter quest to kill rats, gain a few coins and rep, and move on, you may instead want to pacify the rat dungeon near the starting city, to slow down that dynamic process. Or, you can ignore it. :) (I intend there to be a -lot- of such processes.)
I have a Patreon link with screenshots (but nothing behind a paywall yet). Right now it’s mostly a dev blog, but I may eventually have some LitRPG there, and some prototype background music.
I’d be interested in any thoughts! :)