The SEGA Saturn holds a very special place in my mind. It's got this very unique architecture which is both ahead of its time and stuck in the generation before it. There are the two Hitachi SH-2 CPUs, a Motorola 68000 for audio, two video display processors, a custom sound processor, system management and peripheral control unit, and a system control unit for handling the A and B bus interface. Eight processors all accessible with relative ease. Making use of all of them efficiently is a challenge. Existing documentation on how to control and use all of this is from Japanese to English translation, with some errors and phrasing issues. I plan to make Saturn development much more readily accessible and have the information in a central location for developers. Eliminating the hurdle of learning the low-level inner-workings of the Saturn is a major goal of mine, while still providing the low-level information for the curious. I expect only a few tens of developers will ever want to do anything with the Saturn, even so I think that there's no point in making the entrance fee months of looking over documentation to discover how to change the colour used when blanking the display for those few tens of developers.
As for the game; I'm planning on an action game set against a cyber punk backdrop. It's a very ambitious game, which is why I'm going to be creating a series of smaller games in the lead-up in order to familiarise myself with the Saturn and its limitations. Updates will be coming, albeit slowly as I negotiate the hardware.