Gauging Interest for a Project

I am going to try to build an open-world game with an overworld map, that is turn-based, or at least, mostly so, and that measures in-world time. The game will occur in a cyberpunk setting, yada, yada, yada.

But that game isn’t the project I am currently working on, or the one I’m gauging interest for; its engine, I think it’s called, is. I’m planning on finishing up the turn-based aspect, with the time, and the potential to switch between the overworld and the main maps, as well as how randomized NPC movement is handled, and, perhaps, how scenery can be interacted with. Then, I’m considering releasing the demo of the game, at that level of development, the engine, as a “full game” example. And this might take a while. But I don’t want to release it like that until I’ve figured out whether or not anybody at all would be interested in the idea.

What I already have done:
Smooth, pixel-perfect top-down movement for player.
Smooth, randomized pixel-perfect top-down movement optional for NPCs on a case-by-case basis.
The differences in time passage between the overworld and main maps.
Currently a work in progress:
The ability to either run or walk, and the time differences on either the overworld or main map, depending on the current speed setting.
The ability to press a button and go down to the overworld map.
The ability to press a button to toggle the speed.



(Yes, I actually have something!)

I’m not sure what you mean by differences in time. Is it like the overworld has a faster time scale?

Whenever the player moves in the main world, a second passes. In the overworld, however, 5 minutes pass. If I ever get that running feature working, the player will be able to take even less in-game time moving a single space.

<<Update!!!>>
The Overworld idea would make everything immensely more difficult, so I’ve decided I will just have a fast-travel map instead, in which travel time and events that occur mid-travel are randomly generated as the player pathfinds to the location, but with varying levels of probability as they pass through different neighborhoods / areas.