I'm doing something similar. Building a text/tactical RPG with typed/structured markdown as the authoring language. So far I've built libraries for character and item rendering, as well as scene graph parsing with procedural generation (also in markdown). Now I'm actually introducing Bevy to enable animation and interactivity. First time using Bevy, and I'm also using teams of agents to do the development, driven by a custom system of plans and review/feedback.
All my graphics are procedural, with no assets apart from open fonts.
The first game is meant to be a sort of Isekei parody, so the animation and character design is anime inspired, with tactical RPG gameplay, and some time-travel/reset mechanics. The story gets into the irony of being a game so magic not being real on Earth, and some historical Earth scientists play a part in the deeper lore modules. The magic construction is an actual MLP puzzle with polar coordinates.
All my graphics are procedural, with no assets apart from open fonts.
The first game is meant to be a sort of Isekei parody, so the animation and character design is anime inspired, with tactical RPG gameplay, and some time-travel/reset mechanics. The story gets into the irony of being a game so magic not being real on Earth, and some historical Earth scientists play a part in the deeper lore modules. The magic construction is an actual MLP puzzle with polar coordinates.