I know people have said this before, but DESIGN YOUR GAME BEFORE YOU START CODING. If it's a simple game like a Super Mario Brothers style side scroller, you don't need to, but anything deeper than that really needs to be designed out to the FULLEST extent. I'm running into problems because I'm using code and example files I've drafted up to design my game rather than a design document. This is leaving things to wide open for ambiguity. For example, I was originally intending on a console style inventory interface, but I've been designing for a Baldur's Gate/Diablo 2 interface.
I'm definitely going to have to start from scratch when I work on my next series of RPGs.
Anyway, once I get these basic systems ironed out, I can start working on the graphical stuff and get this thing moving. That'll be another week or so though, because I have lots of stuff going on in my life atm (mainly moving Cierra into my place and finding a decent full-time job.)
I'm off to get some more coding done and then off to bed. I have work later today.
One of the things I love about mixing programming and game design is that you can spend so much time on something just to find out you've screwed it up. My item and inventory system is screwed; in my quest for complete flexibility, I never distinguished between items and equipment. Le sigh -_-
I lied, I did distinguish between those two, I just hadn't distinguished between weapons and shields. I just have to separate the "Hand" item subtype into "Weapon" and "Shield", add a Stat member, and I'm set. YAY!