I had ideas and pursued game development, but wasn't technically proficient or socially proficient enough to understand online gameplay in the early 2000's could not work without server hubs, and without funding and hardware support a 2D MMORPG wasn't actually possible. CLAW did it, but my idea needed less lag.
My game idea got made... badly
Castlevania: Harmony of DespairI also had envisioned an aerial combat game where you are a bug - you start out as a fruit fly, and progress to predator with boss battles involving animals and eventually people. Imagine bullet time but used to avoid swat by cow tails and hands. Endurance missions carrying food while overburdened with restricted movement but you choose the burden before the challenge starts (gambling for upgrade points). Visualizing air currents via color and particle system movement was going to feature heavily.
It fascinates me how bugs see and maneuver through air more as fluidic and actually swim through it more than glide or fly. Given that many controllers can read tilt data, the idea was that everything is done in slow motion and involves all of the controls available - not so much twitch as properly anticipating and responding to incoming obstacles. Levels are gauntlet-like less tubes as restricted by obstacles into predetermined tight spaces - open areas are viewable, but not part of the course so no accessible. Just like racing game increase turning and stability etc, upgrades via food collection missions would increase responsiveness.
When the maneuvers are complete in the stage the camera pans back and you get to see the stage from the person or animal involved with a cinematic camera view.
Free-fly through the rooms would include extra fans, the lights would be turned off and bats would have their sonar visible. The fluidic space view would be psychedelic in this mode only due to the black background and visibility of the bat's sonar reflecting off obstacles.