DRAFT ONE * Game will use 3D Irrlicht engine to create a virtual world (cyberspace). * Game will not attempt to portray the outside "real" world due to limitations. * Sound and graphics will be futuristic. Game entities will be fairly simple geometric shapes. Cel-shading used to obviate the need for textures. * Game will ideally have multiplayer component using client/server model, similar to MMORPGs. * Game will have the option to choose enemies and allies. * Gameplay is based around the RTS (real time strategy) model. * Players control computer systems (bases) and botnets or viruses (units). * There will be the option to take direct control of units (similar in concept to Dungeon Keeper). * It would be nice to have procedurally generated 3D models so that the game has a large amount of variety. This is feasible since the models will be largely geometric shapes. * It would be nice for the players to be able to script or program the game entities under their control, this way the players can go offline but still have their cyberspace "empire" functioning. * Currency buys hardware, hardware gives you CPU cycles, CPU cycles let you get data, sell the data for currency. DRAFT TWO * Multiplayer using client/server model. * Persistent world. * Player controlled entities never go offline. * Player controlled entities are programmable and automated. * Players control individual computer systems of varying power and bandwidth. * Computer systems run programs and have network links to other systems in the game world. * Players write their own programs using a fake programming language (CHPL). * Programs are responsible for protecting data that resides on the computer systems. * Programs can also attempt to infect or subvert enemy computer systems by defeating the enemy programs which are running on that system. * Once infected or subverted it becomes possible to steal data from enemy systems and/or take control of them either overtly or covertly. * Programs fight each other using rules similar to Corewars. * Programs require CPU cycles to run. Different types of computer systems (hardware) have varying amounts of CPU cycles (see above). * Once data is acquired it can be sold on the blackmarket for currency. * Currency buys hardware, hardware gives you CPU cycles, CPU cycles let you get data, sell the data for currency. * Game client will consist of either a text interface or a graphical interface. * The programming interface will also be either text based or graphical.