Summary You are an engineer who builds and programs robot(s)... to save the world from monsters. Features Automation! - You will be able to program your robots to fight without any input. - You will be able to program them to go places, buy items, and use items and skills. - You may be able to program them to do everything else-- trade goods, go on quests, loot chests, upgrade gear, find bosses, etc. Setting, Art, Music, etc.? I'm using basic fantasy assets for now. Because I think robot monsters are boring, and post-apocalyptic settings are depressing. On the other hand, I will replace the actors with cool looking mechas eventually. Screenshot Spoiler: Screenshot Questions! Question 1: Should the automation be required, or optional? Eg. is it possible to fight yourself? Or do you HAVE to let the robot fight. Eg. Is it possible to walk around town and collect quests? Or do you HAVE to "tell" the robot to do so. Question 2: Multiple robots (ie PCs) or just one big complicated robot? Question 3: When programming your robot, should you have to type out the code? Or do you select it in a menu? On the one hand, typing will allow for more depth and complexity, and it will make you feel super cool. On the other hand, it can be annoying to type code, and you can't do it with a controller. Question 4: Any requests for stories/ideas? Gameplay Plans - Reaching parity with Yanfly's AI (rebuilding a lot of this though it is already a very wonderful plug-in). - Multiple conditions (and/or/not). - Aggregate conditions (sum, max, min, average). - Assumed conditions (don't use poison if already poisoned) - Pathfinding towards towns, events, vehicles - The ability to teach your robot how to walk places? - The ability to scan monsters and use that information? - An in-game console for output from your code. - In-game windows of variable lists and other help. - In-game debugger tools. Worldbuilding plans - Decide heroes. - Decide villains. - Make beautiful scenes. - Puzzle quests built around the automation? - Roguelike option??