Topic: Progress Report

Combatants are loaded, monsters created, and the system can track whose turn it is ten actions out.
Enemies are generated more or less according to set functions based on the given level of the enemy. So at the moment, all enemies of the same level are more or less identical. The next step for enemy generation is to write the parser that will read a given enemy's "mods" from the data file, including damage bonuses, special defenses, and unique abilities. The idea is to streamline the process of enemy creation and to allow me to load a given monster, pass it a new level, and have it scale correctly to the new difficulty level. Level 50 goos, anybody?
I have all the formulae designed, and they produce enemies roughly similar to what used to exist at level one (with slightly higher health, since damage output definitely increased) but I won't really feel comfortable with them until I can try them live.
so my next goal is to get the actions menu done. Once that interface is designed, the basic math for attacks is already done, so hopefully a working, if basic, battle engine will be done in a week or two. Then I can add all the bells and whistles that come later (although I'm sure a system where all anybody could do is basic attacks would be absolutely thrilling.)