Hey guys! I'm making a Medieval Fantasy RPG server :)
It focuses on day to day life and survival more than excessive combat or material grinding. Town "Happenings", World exploration, NPC interaction and character development / survival will play a much bigger part if all goes according to plan.
I'd ask people that are easily hyped to control their hype about this because I can see it taking a long time before even reaching v0.3 and my track record is terrible (I've not done something like this since 2009 though and like to think I've got a head on my shoulders now).
I plan to have three main components to the RPG:
The first component is your personal experience - your characters development and storyline. It's an RPG and your character is the main character, it should feel that way. You start aged 8 years old and will grow up as you gain experience. Death will also not feel like death so much as ctrl-k does right now, that will only be if you delete your character.
Second component is the upkeep of the town of Rosemarble - keeping NPCs happy and healthy else they should throw a tantrum that has a negative effect on the whole town (in one instance, the farmer is unhappy so he gets drunk and disorderly which hinders food production). There's currently 10 "Main" NPCs of this complexity planned at the moment, the rest will just serve you based on the weight of your Coin Bag.

Notes: There is a ghosting issue with bots so due to their (planned) complexity I will need to create a system which saves the bot location on the host client and then only spawns them when a player gets close enough to the bots last known location. I also need to get rid of the spawning noise somehow.
The third and final component are what I call "Happenings". Wildcards that happen in and amongst these two systems ranging from a weekend party hosted at the Inn to a full on Plague or Enemy Invasion. Maybe you have to get food into the town to stop the famine but there's a seige? Maybe you've been sent out on Patrol as a Knight during the fiercest plague ever seen. The three systems are designed to compliment each other and keep it somewhat procedural with fresh experiences every time.
It might sound a bit hectic with these three things all going at once. How do you prioritise? Won't it be too confusing? The answer to these is (thankfully) no. I've created a Journal item that, when equipped, displays 4 lines of text saying what you should do given from the perspective of your character. You can ignore this and say, decide to heal the Orphan Carer whilst you yourself suffer from a broken leg. It's up to you, but the Journal is there to help you prioritise. It will be a nightmare to fully implement but I'm up to the challenge, it basically only acts as a prioritised first-person character log.

That's the fundamentals out of the way, now here's how I've gone about starting it.
Roadmap to version 0.3 & beyond
#1 Character creation / deletion (1 Character per ID. Perma death to restart) [COMPLETE]
#2 Profile loading & saving [COMPLETE]
#3 Framework - enable / disable Gamemode [COMPLETE]
#4 Localised Chat [COMPLETE]
#5 Delayed Global Mail System (pigeons) [COMPLETE]
#6 Character Hunger
#7 Character Sleep
#8 Character Sickness
#9 Character Injury
#10 Update profile loading & saving
#11 Initial character inventory and items (4 classes)
#12 Update profile loading & saving
#13 Zone "Happening" - Famine (food shortage - collection of food introduced)
#14 Server-wide "Happening" - Plague (creation of remedies introduced - wizard: potions, ranger: herbs, guard: bandages, assassin: ointment)
#15 NPC Spawning
#16 NPC Eat
#17 NPC Sleep
#18 NPC Injured
#19 NPC Happiness Levels
#20 NPC Tantrums
#21 Character aging with levelling (current start 8, current cap 16)
#22 Update profile loading & saving
#23 NPC Help Quests
#24 Class "Happening" - Initial Wizard Lessons
#25 Class "Happening" - Initial Knight Duties
#26 Class "Happening" - Initial Assassin Missions
#27 Class "Happening" - Initial Ranger Quests
#28 Zone "Happening" - Inn Party
#29 Day / Night changes + Weather changes
#30 Zone "Happening" - Warlock Visit (Undead Rise from Graveyard)
V0.3 COMPLETE = Base game at early level (ages 8 - 16) completely playable after the 30 objectives
V0.6 COMPLETE = Extended game playable (up to ages 25). Areas added for each class as they go on more advanced missions.
V0.9 COMPLETE = Game complete aside from "Happenings" content and a Crafting system
I won't stick to the Roadmap like it's gospel because some things are more fun to do if I'm inspired about them but in general that's the logical progression I'm going to take with development. The main area (read: version 0.3s full map) has been 90% built.
I'm pretty sure people will ask about the dragon in this thread so I'll nip it in the bud and say it's still in development, I want it to be a truly amazing RPG moment in-game.
As for things I've done already, most is just half done which is what led me to actually get my head on straight and make the prioritised list of development goals. I'm building, modelling, scripting and animating all of this myself hence why it will take so long. But if it's fun it will be worth it, it's about the journey not the destination :)
Regardless, here's some Pics and Videos of some random stuff so far:
Crab

Shield

Messenger Pigeon:
https://www.youtube.com/watch?v=dyqQYfvSxak&feature=youtu.beThat's all for now guys. There's a million problems to be found between here and the end, I'm very excited! The next development post will be in 1-2 weeks. Feel free to suggest things that you'd like to see, I'll take a note of everything if I've not already!
Special Thanks:
Mr. Nobody (for his Models)