Not remotely a priority at the moment, just something to think about.
Text-based adventure game.
Heavily makes use of a procedural maze system -- keys, switched rooms, artifact use, possibly puzzles. I'll need to make this anyway at some point and it'll probably happen before this project since it isn't a priority.
Tests out a PGCS. Very linear though since there's not much to the game outside of the main objective.
The goal is to collect six elemental orbs. These are each in a dungeon that uses the full maze engine. To complete a dungeon, you'll need:
To know where the dungeon is.
A handcrafted Artifact.
To make the Artifact, you'll need a specialized Forge for it, as well as Components.
To find the location of the dungeon you'll need several Clues.
This whole thing is recursive -- components require a forge and other components, etc, while clues require other clues to find them, etc.
Each region gets built out accordingly, probably with barriers that require additional resource and/or informational sourcing. It does terminate somewhere -- in several resource-sourcing and information-gathering systems which probably have some skill attached to them.
Also a general currency system for buying various things necessary to the main goal, which is streamlined by collecting and selling resource diaspora.
You're aware of the entire chain, with the exception of specific locations and where they are relative to other locations -- that kind of thing has to be sourced.
The game progression is somewhat backwards then -- a top-down approach that you unlock pieces of slowly.