The only thing that bothers me is how to actually implement the music, which is something we could worry about much further down the line once we have actually decided a language and things are rolling.
Well python seems to be winning the poll at the moment and it supports mp3.
I'd like to help with programming, but I don't know if I'll be able to, so I'll just go with I'll see. And because, like other people have said, there is no plan right now and I don't want to commit to that.
I want to keep the brainstorming going for a while longer but how about I advance a plan as part of the brainstorming process?
Name: Guildmaster (tales of industry and acquisition)
Genre: Business Sim/Trader
Game Genre: Business management
The player takes on the role of a guildmaster with 12 or so (worked for Thorin) dwarves to be managed. The guildmaster must provide the dwarves with the tools they need to work as craftsmen and with enough cold hard cash to keep them happy.
To get cash to fund their guild the guildmaster manages guild production and sells what the guild produces. They can sign contracts with other guilds and can help fund caravans which will offer the chance for very large transactions.
Interface: The player interface would focus around characters, workspaces, tools and goods. There wouldn't be a need for a map. The interface would be a set of different menu interfaces.
(If the following is confusing I could make an interface mockup. If you have a better idea please do suggest, as this is just brainstorming and not my strongsuit either.)
Workshops screen: The guildmaster can assign workers to workshops and assign equipment to workers. There would be three parallel scroll menus, workspace, guildmembers and equipment. Equipment can be dragged onto guildmembers or workspaces and guildmembers can be dragged onto spaces.
Guilds screen: The guildmaster can negotiate with other guild masters to buy equipment or sell contracts for regular sales. There would be a list of guilds to select, a list of items that the selected guild will sell at a certain price and a list of items they will contract to buy at a certain price.
Mountain Halls: The guildmaster can offer goods for sale to the general mountain hall population or purchase new spaces for the guild (workshops, warehouses and residences). Some sort of list of spaces to buy and a list of the guild inventory that can be clicked and dragged onto the guild salesroom floor.
Caravans: The guildmaster can contribute funds to a caravan or move goods to a caravan that the guild has contributed to. A list of caravans to fund and an inventory that can be dragged onto the caravans.
Economy: The game would simulate the economic needs of all the guilds and population of the fortress. Like the player, the other guildmasters would buy goods and put them on market. But the real heart of the system would be that all the dwarves in the fortress would take their earnings and spend them as them on the goods that guilds are offering for sale. Every day a fraction of the dwarves in the fortress would compare the prices for a number of goods and chose the one who's price/value they like the most. They can also chose just to keep their cold hard cash if everything is priced too high. Every dwarf would have an inventory they consume over time, so if they already have five kegs of beer they wont be inclined to buy another unless it's very well priced.
In this way gold flows through the mountain continuously and is never created out of the ether. Gold will only come into the mountain when the guilds fund a caravan that goes off and sells goods, bringing back more money in return. This system rewards the player for not just getting their money through production but also spending it wisely because taking all their neighbors gold does them no good.
I could handle the tracking of goods, production and money for such a system. I'd rather not do the interface because it would look like a 12 year old drew it.