Thanks for the reply guys, appreciate the feedback so far.
i play and privately host Dungeon Master and i must say im glad you open sourced it, since i sometimes mess around with the source code
Honestly, I'm surprised anyone even remembers Dungeon Master, let alone plays it. That's really inspiring and awesome!
I'm a little bit worried that with a static world and with building placement, the map would end up littered with stuff in no time at higher player numbers. Even if the map is really big. Say 3-5 tech complexes per player, that's 150-500 building complexes at 50-100 players, and that might be on the low end of stuff. Kind of the reverse of the Ultima Online Virtual Ecology problem. Rather than no animals, you'll have sprawling tech metropolises covering most of the world within an hour. With them then summarily being destroyed by trolls 30 seconds later.
https://youtu.be/KFNxJVTJleE
At first, the project started with the idea of having dozens of players joining and doing pvp, or roleplaying, with no additional single player content or option. But I've always wanted to work hard on making a personal experience for the player to enjoy, instead of forcing them to create their own within the confines of the engine - although they still can if they wanted. I'm definitely looking to keep the game focused on relatively small groups of people as far as multiplayer goes. Something fun you could invite a few close friends to enjoy really.
That brings me onto something I meant to mention in the game info but forgot, though. I'll update it accordingly.
Psiforged will feature set locations, like villages, points of interest and places of power or resource rich locations and nodes. These areas will have special properties associated with them. For example, there might be a rich resource vein in one area, but a village sits on top. That's where the player gets to decide how they go about getting those resources, if they want them. They could simply wipe the village out with their godlike powers, but could end up suffering consequences from other NPC or factions and even damage the planet itself in the process.
Players will only be able to build drills on resource nodes in the final build of the game, helping prevent littering upon the map and giving certain locations strategic value and a reason for people to go exploring or exploiting. I'm not certain just yet how the building system could be best added in Psiforged, whether we could go for a set look for each species added to the game, with a customizable interior, or full player freedom to place "blocks" as they please, in the form of walls, floors and ceilings.
Balancing the responsibility of your power vs what you can do and what you should do, is going to be a big part of the game too. As it stands, there's a frame work for a pollution system. Create too many drills, and the planet starts to die, the trees wither, the weather becomes worse. Use your powers too freely without regard for anyone or anything else and much more dire consequences will follow, like terrible psionic storms rippling over the world or the ocean boiling up to name but a few. In the end, you can help defend the Earth from the psionic awakening and cushion the damage it might cause, or fully exploit it to your hearts content.