I'd like to make a kind of space opera engine- where it comes with a base set of stuff but it offers all the tools you'd need to add to it.
I have very sparse coding experience, however.
I want the ability to customize ships in a tetris-like grid system with the only limits being class sizes (Ships with large sizes have higher class licenses which must be bought... or stolen or w/e, where there are parts like thrusters and generator, laser turrets and space mines, but also things like indoor gardens and other such things. Some are asthetic only, others have actual purpose.
I want the ability to utilize a uniform character sheet- each character has the same template, and character "cards" come in two variants:
Hero cards are basically unique cards that have set stats, descriptions, and the like. They are standalone.
Civilization cards which function as race modifiers. For instance, humans would get [x1.0] for all their stats or something.
This can be set up to have a margin of error, so that stats vary.
So [x1.0] with the MoE set to [x0.2] would result in humans having randomized stat modifiers from [x0.8] to [x1.2].
MoE can be set globally (all cards) or per card.
Now you have characters and a ship building.
The "map" would consist of planets and other space bodies, where your ship moves about based on distance. Your early ships will be limited to a low class (the default allows only fuel-fed engines and small thrusters) which can only get you as far as your fuel will last- one unit per whatever the thrusters give (1:1 is one of the better early thrusters). Planets might be on a grid or just randomly placed, distances anywhere from 0.5 to 99, and so forth...
It's so far just a fledgling idea, that I'll add to later.