This post provides a bit of an overview of my plans for my as-yet unnamed RPG. One of the biggest lessons I learned with my previous game (which I talked a bit about here) is that players want to interact. The in-game chat was pretty much an afterthought in my previous game (in fact, it was the very last feature I added before going to "alpha"). Most of the work I did post-release was community-based features -- an alliance system, one-on-one and group private chats, and so on.
So I wanted to make sure my new game supported a vibrant community right from the beginning. Also, I was a little tired of the limitations of working with a phone, so I wanted something that ran on a PC. But more than that, I wanted something that was cross-platform (I personally use a Mac laptop and a Linux workstation, so it needed to run on those platforms as well as Windows, of course). Because I'm a masochist, I decided make the game browser-based.
So I made it fully 3D with three.js as the backend renderer. In fact it's actually not that hard to get webgl up and running -- the hardest part, at least for me, was content. The initial "rewrite" was still talking to the same backend server, so it still supported all those wonderful multiplayer features, but I had an MD2 model (from Quake) as my main character, and some procedurally generated tree I found somewhere as decoration.
The most interesting thing about the rewrite is the terrain. I found this cool article on Gamasutra and implemented it as a GLSL shader in three.js.
Then I taught myself how to use blender to create some basic 3D objects and animations. All the content in the current gameplay video was made by me in blender. Yay!