What you have planned for the game's setting/story/gameplay?
Since you asked
It's going to be set on a gigantic space station of sorts, akin to a mix between the Death Star and a harbinger, only much larger ...and very very old. So old in fact, that any original crew are long deceased and whatever its original purpose served an age ago. Think thousands of years.
It is now home to hives of pirates, refugees and smugglers of both human and alien origin none of whom will have explored the full extent of the ship -which in good Roguelike tradition will be an endless maze of corridors, shafts, docking bays, cargo holds and much, much more.
For now, @ will awaken in a long dormant hangar from some kind of stasis in an escape pod where the adventure will begin.
When I get home, I will post a couple of the assets I have so far -I am going for a "used future" look -a mix between Blade Runner and the original Star Wars trilogy.
I also have some music I have produced which I will link later too -I think it will help give a feeling for the atmosphere.
To add a little flavour and humour I am going to add some NPC's such as Roger Wilco, Commander Keen, and Doomguy (from whos corpse @ will most likely find a red key card).
I will be using random dungeons between static 'hub' levels -similar to the town at dungeon level zero in Angband where @ can pick up quests, and talk to NPC's to gain some flavour and a taste of what is in store.
From the outlook I think it will take a couple of years by myself, though I may at some stage ask for help with some of the asset creation or maybe even passing out functions, but I am wary of this, and kinda like the idea of having my name to it all.
I was considering keeping a lot of this to myself until I have an actual product, but whatever -here it is ...and for a title -my game is called "Heliacal Rising".
As for gameplay -I at the moment I am looking at a d6 system, similar to Shadowrun. I want to incorporate some puzzles, quests, a little dialogue, key cards and doors, random items, implants, stat gain, levels and skills such as repair.
I also have some nifty original ideas for instance, a box of some kind that @ will have a minimal chance of stumbling across which may store ONE item which will be accessable by other @'s in other save games should they be lucky enough to stumble across it. Kinda like a shared storage -only more Roguelike.
The gameplay itself will be easy to program. It's the data management that will be challenging. I think I will have to put together a crude relational database of some sort to tie stats and items to skills and so on.
Don't expect a great deal for some time, but I will be dropping by for help and ideas as the project progresses.
I'm doing well so far ...I just have to maintain the disclipline!