So I am. After a day or two in the conceptual stage, I've a design document that can be conceptually played through from beginning to end. Any cool ideas I have while I'm making it go into a separate "brainstorming" document for later - for now, I'm just coding what's in the design document, which should produce a finished game.
Though it's yet to be fully coded, the overall GUI (like the design document it is derived from) is fairly set in stone, and will look like this. It's actually really implicit - just about anyone can pick it up and play it without much difficulty.
Your movements are queued ahead of time, you can actually see indicators on your screen telling you what you're queued to do, and they play out at the maximum speed your character is capable of performing each action. In this way, it's a bit of a thinking man's action game. It also makes extensive use of line of sight and resource management.
There are victory and defeat conditions. If the players take over all the surrounding sectors, they win, and how effective they were at producing this goal will be recorded on a high score list. However, there are various threats in these sectors that will try to thwart the players, and they get more belligerent the more progress the players make: it's possible to lose the game, too. Having a way to win or lose is, I feel, an essential part of a dynamic content experience.
My design also experiments with the concepts of advancement. Experience points and levels are sort of boring after you've played the nth game with them, and even grinding a skill-based advancement system eventually loses its novelty when you realize that you're still grinding. Advancement is instead based off of successfully taking over the sectors around you. Each sector accessible to you rewards you with a new ability.
To curb the obvious possibility of grief play, I have a built in "prestige" system where points are kept track to determine just how helpful players are being. Players who dip too far into negative prestige territory will bring about certain measures to prevent them from being a bother. It's my intent that this game will be auto-moderating. Yeah, good luck with that, right? To curb the creativity of the griefer, I suppose manual banning mechanisms will still be required, but at least this foresight will cut down on the need for it quite a bit.
For now, I'm going to use a static map. In time, I plan to use dynamic map generation that would enable a new adventure every game. However, the goal is to keep things relatively simple until I have a complete and playable game done.
It's looking good, so far. The central queued movement, ability, and device architecture is in place along with several examples. I have yet to complete the threats the players will encounter, but I expect it will be relatively simple.
Knowing exactly what you're trying to explain to the computer is much more productive. I'm probably going to start enforcing my "minimum ten changes made to the code before compiling and running it" procedure to bring about even more productivity, because I keep wanting to make little changes to it and then play with it a bit.
So, ETA? I'd like to promise to have at least a crude version up this week... but unfortunately, it's finals week, so that puts a damper on things. However, I should have something up "soon" - I'd be surprised if I don't have something up by the end of the year.