Game Design Ideas:
1.First off do not want to have Character Levels in the game, I will want players to improve stats/skills individually. With this there is the possibility of making players having to invest in skills/abilities to gather information/intelligence on other characters/monsters.
2.Classes are modular, in that the character can gain several classes and invest in them to improve abilities, skills, etc. The amount of classes will most likely be limited to a few at a time and of course there will be increasing costs for investing experiences. Think of it like a gradual increase in costs, which is suppose to represent the idea of a learning curve, These will of course be linked to a base ability score, so if lets say you pick classes similar in requirements they are easier to learn then something completely different.
3. The world a player lives in will be a combination of rogue-like dungeons, random dungeon generation, items seemingly do random things another part of information hiding from players, perma-death penalty will be replaced by a beginning and end checkpoint system. Though items/equipment are lost on dungeon runs. There will be an over-world that is somewhat static and relativity safe, when you die a grave marker will be set and you can regain lost things. Checkpoints are saved in towns.
My basic thoughts is most of the game will be textual though I will want to generate maps, maybe a drag and drop/ point and click user interface.
Well, a good system for non leveling up is having items and weapons and armors that give your characters boosts in stats. That is what I am using for this one game I am making.
A good way for having abilities is maybe earning them in a dungeon or having them be bought.
I also think that moving around with keys like WASD would be a better idea than clicking.
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