I know a lot of hacking games have been attempted, a few were successful, and most were just pipe dreams and broken promises. Unlike other failed attempts, I am not going to attempt an online multiuser environment right from the start. Nor anything extrememly complex. Like projects that I have worked on for major corporations, this project is going to start off small and gradually work in more features.
If someone would have told me when I started on my current project (at work) that it was going to be over 1 million lines of code, take 4 hours to compile, and consist of 20+ compiled assemblies, I would not have taken the position. After all where do you start on such a complex project. However, the first release was less than 10,000 lines of code and 3 compiled assemblies. This is the way my hacking simulator will be built, start with a good base and add continually add features/functionality as I go.
I don't want the game to feel like a game, but rather to feel like a live network. The possability of using telnet as the interface for the game is very strong. Then if the game would go online, the interface would feel very comfortable.
But before I get into any of that, I am first going to write a design document. That way I can stay on track for development and if any other developers were to come on-board, a design document would be necessary to keep everyone on track. I hope to have the first draft of the design document completed by Friday.
This should be an exciting adventure, full of headaches and achievements, toxenizers and more headaches, and hopefully an exciting game at the end.