Note: most of this information is out of date, the game itself is no longer using anything to do with HTTP(bar the SQL server for data storage). The hex system has also been ditched, and replaced with seamless 2D movement using a physics engine. See below for the most recent screenshot.
I've started work on yet another RPG game, but this one will be set in space. The game will be turn based, allowing you to gain 'turns' over time, much like some of those webgames that were flooding the net a few years ago. It's still in the very early stages, but I've got the hex display sorted, and I plan to have it work with WLAN via HTTP, to make managment of the server easier.
One aim for this is to have an ever expanding universe, that will be dynamically generated as people explore unknown space. Objects in space will consist of things like asteroid fields, planetary/orbital bases and stations, NPC spawns, etc. As I will be working via HTTP for getting/sending information, making an online atlas for the universe, or player stats will be very easy thanks to working with SQL.
The current approach I've taken has a 2 hex border, that is not visible to the user, which is used to buffer images before they are brought up for rendering, which should hopefully speed it up a bit.
Here is a screenshot of the hex system, be gentle ;)