Quote: "Do you REALLY think someone is going to pay $30+ for a text-based game you've thrown together?"
I've never had this impression about the game, a 3D world would make this one of the most elaborate text based games out there. My thoughts are, it's a 3D shooter / RPG.
Jordan, This is quite a long, post, please do read it, you may find it very useful. From the off, I want to say that nothing here is meant to be offensive: OK? I'll start:
if my thoughts on what type of game this is are right, I would start lower... I have been working on a shooter since before I joined these forum, nearly 3 years I've been working on it now, and I have sod all to show for it. Do you know how this feels? "Not bloomin' brilliant". I have taken to going back to the planning stage again:
carefully and intricately planning the levels.
Deciding upon a reasonable and fair amount of damage, and effective range for each weapon (which there are quite a lot).
Balancing each of the characters in the story, so no 2 charatcers are identical, each with their own advantages, disadvantages and unique abilities.
And when I'm not doing design work of this sort, writing VB apps, which can ultimately be used. A favourite on this forum which I've tried myself, is a dark Basic internet chat program. Writing such a program in VB is very rewarding, not only do you have control over your portss, so you can connect over the internet through a NAT without external plug-ins, but it's also easier to make it look professional and usable. Of course if you don't haev VB then you won't be able to do this... Another thing I'm doing is writing editors for my game. Characters editor, weapon editor, scenario editor, things like that, not only do they allow you to feel you've achieved something, but they also can make your game development easier.
Of course, the place to start is very in depth planning... Would I be correct in assuming you have not done any planning? You get ideas in your hed, but several weeks down the line, you forget them again? I really would go and get some good long text files about ideas on how you want your game to work. Then you have something to work with. Without planning, you'll get far less done, and you probably won't make the game as effeciently and quickly as you would if you do have them...