[quote="deadeye":1qon27dm]So I take it your GTA style thief game is still on the table, then?
Possibly in the future. I am enthralled with the concept of a thievery game, since so few exist and I enjoy thieving stuff in any game that allows me to.
What I have on my plate right now is much more ambitious than that. In fact, I'm not even sure what the gameplay will be like quite yet, I just know how big it will be.
16,602,069,658,607,655,322,500,000,000. Yes, that is the area of what I am planning. That is sixteen octillion, six hundred and two septillion, sixty nine sextillion, six hundred fifty eight quintillion, six hundred and seven quadrillion, six hundred fifty five trillion, three hundred twenty two billion, five hundred million pixels on one layout. It's completely seamless - Construct doesn't break. Each sector is 30,000x30,000 pixels, and there are 18,446,744,065,119,617,025 sectors in the game. Going to any of them does not require a load, and there is no boundary of any kind. You just fly around in that space, and I have rigged Construct to understand how to interpret everything persistently. The sectors are simply there to identify where you are, they do not instance any area of space in any way. The crazy part is that this isn't the entire gameplay area, just one layout, the space layout. There are planets that are sized *to scale*, so you could spend an entire game on one planet if you choose, and you might have to if you crash land on one.
All of my sectors are procedurally generated down to the last detail. They are given names, histories, FUTURES (yes, I generate a procedural timeline for every point in time, for every area of space). They are then populated with planets and anomalies, and even ships at this point. Ships that belong to empires that span hundreds and thousands of stars...empires that are at war with each other. The empires themselves are randomly generated, so one could be a monarchy of three eyed aliens, while another could be a democratic kind of one eyed alien species that prefer trade over war. Currently you can land on these planets and walk around, though you will see a transition between each tile on a planet (a zelda style transition between each point on a perlin map).
However, my planets are currently empty, and that's why this plugin is the next logical step. So yes, my current project is quite a bit more ambitious than a mere city. See my problem was always that I could code, but not well enough to do a full game. Once I discovered the plugin SDK and how to use it, I learned that I *can* code well enough to push out a plugin to make Construct do what I need it to do. Then Construct can handle all the dicey problems like collision, graphics, sound, and so forth. I also found a source of art for my game recently, which means I can replace all the stuff I found randomly on google images! So as soon as I hook everything together well enough to take some footage of it, I will release some information.