You want some rougelike-y stuff? OK
-Random world generation, default or player selected seed number, share seeds to play in identical world
-Turn based moves, movement que
-One primary character, with followers, if you follow the intent of the game, followers are mandatory, but you can just explore meet new people and kill them
-move on a grid
-traditional inventory system
If I make the version I'm planning on:
Death in combat is a respawn, with some time passing.
You can die from old age, which is permadeath, thats why time is important.
Although I will have a combat = permadeath option which will be noted with the final score.
I expect the game to be long so forced permadeath might be a bad idea.
Your goal is to conquer the universe, which will probably take many thousands of game years, so life extension tech is important.
What you spend your time on is important.
What I'm doing could also be called a tactics style game, I suppose.
XCOM is certainly tactics but not roguelike.
I like Divinity Original Sin for its combat and terrain effects
Mine might be a cross between pure RL and Tactics.
Later in the game you will move army units around at like a Civilization scale.
You always have a personal unit, man, tank, spaceship.
So its not pure RL, I could certainly do one that is and maybe thats a first step on the way to doing a full universe.
Maybe the title should be "No Man's RL"
I wrote this last month, it could probably use some images to help explain.
I present this in the grand tradition of overreaching with a game design. http://www.Brikverse.com/documents/TheBrikverse_Explained.pdf
Some concept art:
The gray cubes are just placeholders.
Its not randomly generated, its hand drawn for now.
Universe map on the Beige Carpet
Each cube is one galaxy, about 100 shown
A poorly drawn Spiral Bar galaxy
Each cube is one solar system