Hi all!
Sorry about the long response time, currently I'm working two jobs with roughly 70 hours in each week. Rather then burning the candle at both ends it feels like I just threw the candle into a fire. Trying to save up some money so I can move to NYC and get a job in a field I studied (animation and music), but that's not relevant. If/when this project takes off I'll cut down my hours and devote more time to making this dream a reality.
Thanks for all your responses! Time to answer your questions.
To start off we will be working on content creation. IE characters, environment, and basic game-play mechanics. The Orders would be a great class mechanic, and ideally will find there way into the game later on, however right now we need to get stick to a simple concept until we get enough people on board. By that time Oathbringer will probably be out and we will have more incite on the different Orders (classes) that will be available. Also, we can always attempt to make our creations canon with Sanderson's approval. I say this because I have a great idea about how we can use spheres as mana and currency. The more spheres you have the more mana you have. But how do you recharge your spheres? I don't think having your character wait until the next high storm would make the gameplay very engaging. So I thought of a fabriel that uses a gem heart to store stormlight and then recharge lesser spheres. Don't think it exists yet. Maybe Sanderson will like the idea.
As far as book-plot/in-world is concerned. I think I propose a campaign mode with an open world mechanic, similar to skyrim. But again, this is looking far into the future. I also don't think a MMORPG would be the best game type to start with, because we would also have to take balancing into account, and thats a can of worms I don't want to open yet.
I think pure source code may be a bit too ambitious right now. Mainly because I have no idea how we would do that. If you decide you're on board with the project and feel like you have the know-how to write all that code then we can consider it. However I think that would mean we will have deal with a lot of bugs as we fine-tune the code. It seems to me that using a free game engine such as Unreal or Unity would be the best way to start. The new Unreal 4 Engine is well, unreal. Starting with a tested and true foundation will make this process a lot easier.
Thank you all for posting and especially those of you who want to help!
Warriormark16, CarolaDavar, and Kaazi. Your talents are vastly appreciated! Things we need to start working on are: character concept drawings, environment drawings, weapons/fabriel drawings, 3D character models and environment (based on the drawings), UI design, an early gameplay document, and coding for the early game. Feel free to get started on any of the above if you so choose, we just need to start compiling content.
My vision for the early rendition of the game (just incorporating art and gameplay battle mechanics) is a dungeon crawler with the added mobility mechanic of being able to run on the walls and the ceiling. The story could be Szeth's assassination of Gavalar. Just a thought, needs to be filled out more.
Another thing that needs to happen is if this project gets serious, I need to contact Sanderson and figure out how to avoid copyright infringement charges.
Thanks again folks!
I gotta pass out,
Chris