well, getter77, your idea definitely stuck with me.
from the moment I read, I wanted to incorporate it.
randomly named technologies (but that reflect what they do).
as for a USP (unique selling proposition),
I don't have one.
I just learned that I am guilty of "bottom up game design".
http://www.gamasutra.com/view/feature/2150/the_designers_notebook_the_.phpI always come up with tons of formulas first, then try to build a game around them.
hp=lev^2, each skill costs [current_level+1] points, maximum rarity is sqrt(level), etc.
I heard lots of complaints over the years about "there are too many fantasy roguelikes",
so I decided I try making a sci-fi one. then the numbers starting coming to me.
another inspiration I have is oryx's space tiles, but I don't know if i'll use them.
I dreamed about his tiles one night!
(for a guy with very little drawing ability like myself, graphics are such a godsend.)
something close to a USP for my game would be like:
explore an infinite galaxy full of ancient treasures, dangerous aliens,
and incredible technologies.but that doesn't really fit the definition.
something that I try to do with my roguelikes is to pare down the command set,
so that you can play the game with the least possible number of buttons,
and you don't need to read the manual if you don't want to.
(but since my Atari days, I always loved reading game manuals.
I was really disappointed when borderlands 2 didn't come with one!)
so anyway, the real question is,
what would keep the player from retiring their character?
of course the difficulty will increase, and you can get better equipment,
but the tileset will not be infinite.
you won't always be able to find something new as far as terrain.
and without a clear goal beyond "find the next treasure and we'll pay you even MORE!"
?
bob