Hello everyone, this is my first post. I am working on a X-COM Apocalypse style game.
Here is a quick overview:
The game is basically a mixture of Syndicate and Apocalypse in that there are a variety of corporations (which are either AI or human controlled, and you can do some basic customization right now on there perks+flaws to tailor the type of corp you want to be, or if you just want to randomly make on, think GalCiv II customization) that fight for control of a city (which for now takes place on Mars in the future...no real backstory yet). I am working on making the city procedurally generated via seeds (this is the core concept of this game) with instances for tactical combat in buildings/streets. The essence of the game is that most things are generated rather than hand made, and this is a interesting intersection of game play which allows for many layers of algorithmic generation to take place, none of it requires huge resources since it is modular in nature.
Currently I have randomly generating terrains, with city layers (ie types of buildings) and instances for interiors. I am working on generating some basic architecture for the buildings (using some variables/structures depending on the type of building) as well as creating interiors based on the overall geometry of the building (it will be destructible tile based environments).
My real question is more to do with gameplay, what are the pros/cons of X-COM Apocalypse? What would you have like to see? What needs to be removed? Is the idea of a more engaging dynamic city based tactical/strategy game worth playing?