So far, only your first post has caught my attention. In your series of posts since, instead of solidifying the strong stance that you took in your first post, it only seems like you've diluted it. The bottom line is that the project goes nowhere without, first and foremost, a workable story. I don't know where you've gotten some of your ideas, but I think you have more than a few things backward.
Firstly, the production process in the real world goes something like this (modified and abbreviated from an actual production flowchart):
<div style="width:95%; margin: auto; margin-top: 1%; margin-bottom: 1%; padding:10px; border:2px dashed black; text-align:center"><div style="border:5px solid black; padding:10px"><u><b>Pre-Production</b></u><hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Concept</span><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Synopsis</span><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Script</span><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Mockup</span><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><div style="padding:10px; border:1px solid black">Design<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black; margin:20px">Art Boards</span><span style="padding:5px; border:1px solid black; margin:20px">Characters</span><span style="padding:5px; border:1px solid black; margin:20px">Stage Layout</span><span style="padding:5px; border:1px solid black; margin:20px">UI</span></div></div><hr style="visibility:hidden" />↓<div style="border:5px solid black; padding:10px"><u><b>Production</b></u><hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black; margin:20px">Code</span><span style="padding:5px; border:1px solid black; margin:20px">Visuals</span><span style="padding:5px; border:1px solid black; margin:20px">Sound</span><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Alpha/Beta version(s)</span></div><hr style="visibility:hidden" />↓<div style="border:5px solid black; padding:10px"><u><b>Post-Production</b></u><hr style="visibility:hidden" /><div><span style="padding:5px; border:1px solid black; margin:20px">Test</span><span style="padding:5px; border:1px solid black; margin:20px">Debug</span></div><hr style="visibility:hidden" />↓<hr style="visibility:hidden" /><span style="padding:5px; border:1px solid black">Finished Product</span></div><hr style="visibility:hidden" />↓<div style="border:5px solid black; padding:10px"><u><b>Release</b></u></div></div>
Meaning that, when you said you had a story, the natural assumption was that you already had not only (obviously), the script, but also a solid concept and at least a good idea of the planning. I applaud you for being open to input from the people you're working with, but if you're writing a story, you need to bring it to the table first and be ready to make minor adjustments to accommodate that input. If I were to become involved in this, I can guarantee that I wouldn't be shy about giving my input into any ideas I may have as to what may make the story work better or make for a better game, but I'm not a writer, I have no ambitions to be one, and I really don't want to worry about the story -- at all. So as far as I'm concerned, if the story isn't ready at the point I enter the project, my assumption is that it 's never going to be, or that it's ultimately going to fall on me to complete it. This has happened more than once in the past. I speak from experience. It's an awful, inefficient, and extremely unproductive way to work.
Incidentally, this is precisely why I said "this is the part of the development process that I dread the most". It's so fundamental that it has to be done right from the get go, and when it isn't, the planning is shot to he*l, and coding without a solid plan is a nightmare. You constantly have to rewrite code, which can take countless hours, as opposed to the relatively much shorter time it takes to simply assure that you have a solid story and plan to begin with. I don't know his specific reasons, but I'd be willing to bet this is the exact reason why you lost Yaustar's interest.
And it's really unfortunate that you did, because I won't deny that he has a much more solid understanding of coding concepts than I do. I have some real-world experience, but no formal training, and I couldn't hold a candle to his extensive education. I'm confidant that I could code a fairly basic RPG (I don't know why you say they're anything but simple, because they really are), but there would be a bit of a learning curve for me if you were looking to implement a more active battle system.
And it's not just the coding that suffers from starting production prematurely before the story is ready. You said that first we'd need characters and sprites. Being the writer, characters are up to you, and sprites are fairly labor intensive and it would be a pain in the neck to have to change a whole tile sheet to accommodate potential story changes. For example, say you have a character that you conceive and draw a tile sheet for. Then, later on you come up with an amazing plot twist that depends on the character having a peg leg. You would then have to go through every pose on the tilesheet and correct the leg to accommodate the change (Either that or throw out an exciting story development). Much like coding, it's more of a pain in the neck to accommodate changes in the story than it is to just wait for a solid story and do it right the first time. If you feel you absolutely need some visual inspiration or reference for the story, I suggest that you head over to <a href="http://www.deviantart.com" target="_blank">www.deviantart.com</a> (or other such sites) and check out the many pieces of production-art quality work there. There should be more than enough to get your imagination going.
It looks like you're chomping at the bit to get going on this, but I personally wouldn't be available to devote any real time to this for at least a month. Even then, as things stand at this moment, you've only presented a relatively uninspiring cookie-cutter plan that I would find hard to get behind. Once again, speaking from experience, this has all the hallmarks of a tragically doomed project.
If you're serious about recruiting a coder to work with, I strongly urge you to write. A lot. Hammering out the details of this one specific plan is a given, but I'd also encourage you to put together a website with a sampling of what you have to offer as a writer. Give perspective coders some confidence that you'll actually complete your end of the job, and give them an idea of what concepts you're personally apt to write about as well.
It sounds like you have a pretty good idea of the game you'd like to make (you have a story, tilesets that you are happy with, and an idea of the music you'd like to use), so I'd personally also encourage you to rethink your stance on Lua, as it sounds very much right up your alley. Well actually, since you do have <i>some</i> previous coding experience, I'd actually encourage you to pursue building a game on your own in c/c++, but if you're hesitant about getting into the nitty gritty details of coding then you can be fairly confident that Lua will let you do most of what you want to do easily, and if you ever run into something that you can't implement in Lua, you can then look into porting your code to c/c++ for greater flexibility.
...Which is my assessment of your state of affairs. With that out of the way, I'd just like to say that making a modern-day RPG is just as easy as making one in a 100% fantasy world. It just requires you to have an open mind about what an RPG is. Ever since D&D's heyday, RPGs have been synonymous with medieval fantasy worlds, but you can take the formula for any medieval fantasy RPG and directly apply it successfully to a modern setting. One of the things you have to remember is that most of those medieval fantasy RPGs use lots of elements with no basis in reality to begin with: magic, mythical beasts, a pantheon of gods with an active hand in worldly affairs, etc... If you're worried about making a RPG based entirely in reality, it would be hard to make a modern day RPG, but it would actually be much harder to make a medieval RPG with the same aim. Melee weapons are no issue. Even if you want to stick purely to "realistic" weapons, it's helpful to keep in mind that lots of everyday items make great weapons. As much as everyone relates straight-blade katanas and throwing stars to ninjas, in reality most of their weapons were items that they could either carry without raising suspicion, or otherwise items that they could find in their immediate surroundings. Many asian "weapons" that we now consider to be weapons were originally no more than farming tools. In a modern setting, you could easily use umbrellas, belts, wallet chains, briefcases, etc, etc, etc... as ready weapons. A little bland, but once again, if you were to stick purely to the realm of reality, then every other RPG would be pretty bland as well.
Is that Secret of Mana page hosting the music files yours? That game rocked. The soundtrack was the second CD I ever bought (!_!)
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