Given that we seem to be all over with suggestions, which are good, we need to lay out an order of priorities. I would propose we work in this order:
Planning (current phase):
Setting details:
We need to decide what sort of world this is taking place in, what sort of technologies are involved, what sort of magics are involved, and what sort of races their are.
For the world we need:
Geography and climate - Earth clone? earth itself? Ice planet? etc
History - Once again...completely alternative history? Human type history?
Population - How many people, how many races, what sort of animals
Locations - how many cities? what is the average size? what is the largest city? I would assume this is taking part inside one nation and outside nations can be simulated some but ultimately will not show up
After we have a rough sketch of the world and what we want from it we can move on to more specific aspects such as:
How does magic work and how widespread is it? who can use it?
What sort of technologies will exist?
we need to of course also flesh out the nation the game takes place in
After we have an idea of what sort of place we are working with THEN we can start working on specifics
I propose the first iteration, essentially a tech demo, should consist of a flat map, 5 or 6 basic resources (food, wood, metal, coins, magic stones, and something else). There should be a few "towns" plopped about on this flat grid with your guild starting in one of them. Each town can have a basic system of consumption and production
Once we get this tech demo up we can work on details. I personally don't much care to speculate about all this stuff it could be until we actually have something.
To make this happen I would prefer we start working on a roster of sorts, who is going to do what? I would prefer a core team and others can volunteer. If we do not set up a proper team to coordinate the project it will likely die in a battle of attrition against the constant revolving door of people jumping on to help then abandoning the project.
My skills in coding are lacking no doubt, but I can code, and most importantly I can and will learn whatever so I will fill in where needed as I am going to start school soon for a bachelors of computer science and I would love if this project could pan out for personal experience and resume reasons. There is no greater drive to be motivated for me than to personally invest myself into this project so I am all in. Does anyone want to take any other specific rolls?
We probably need at least one person for each of the following:
Project Lead: Delegate tasks, Coordinate people and code, hound people to finish their tasks , fill in to code things that need done or where people need help etc. I would be willing to take this role if no one else desires too
UI: Implements and directs interface and menus as well as coding them
Art/Graphics: someone to direct and create graphics and/or an art style. We don't need AAA studio 3d graphics...but I would like to have more than programmer art and if we want people to enjoy our game on a slightly larger scale we need more than text or ASCII level graphics
Mechanics Programmer: It would be best to have at least one experienced coder to direct and monitor the bulk of the actual programming
Story/Lore: This place is brimming with creative and intelligent people. I am more than sure we can find at least one person who would love to help lead and direct lore for our game. With this we can have a unique setting even if we use procedural generationTaking one of the roles does not mean you would "own" that portion of the project. you would simply direct it and make it work. I would prefer people to work as a team and come to a consensus on how it turns out, not strong arm people into making the game what you want it to be.
That said I would also like if someone were to volunteer for a position that they actually mean it and stick with the project.